Mining update (#30)

* smol mining update

* Revert "smol mining update"

This reverts commit 9a0bd466ff.

* the .wav files i will use

* the rest that is being added for now

* fixes your stuff

* makes the crusher purchasable

* fixes legion's trophy

* so many icons and oggs

* SIF and more icons

* even more icons, sorry

* new modkits, yay

* oh come on, it didn't update

* some bosses seen to be ready

* Glory Kill system, should work just fine

* even more icons, jeez, also, elite mods

* oh hey, i got the icon

* almost done

* icons and meme dragon

* it's icon was hidden and i didn't notice

* why do i hear boss music ?

* one day...

* while Nano was...

* not continuing that

* stole some compatibility stuff

* the end is near

* some stuff to make stuff work

* probably one of the last commits

* king goat itself

* THE ERRORS, THEY'RE EVERYWHERE

* so close...

* the new ruins should spawn now

* should be the last commit, let's test it

* Now The Gladiator actually exists

* make them mad, and toggle their music

* oh, wait, need to give you the new files

* i think i saved someone's ears

* missing areas, i'm sorry

* good luck fighting KG without a ladder

* just leave a comment, nothing else

* fixes double spawn at least for hiero, aka why the fuck make two of the same proc and not remove 1st

* invisible hat, not anymore

* takes some stuff before bob even merges it on theirs

* how did these icons disappear ?

* fixes some oopsies

* sand plz help

* *fixes your thing*

* and i think i fixed the other

* fixes

* no async needed

* im done, just merge this useless thing

Co-authored-by: crazyraio2 <44246096+crazyraio2@users.noreply.github.com>
This commit is contained in:
Enric Gabriel
2020-07-25 20:04:07 -03:00
committed by GitHub
co-authored by crazyraio2
parent fd16319e61
commit d312fbc4db
171 changed files with 9833 additions and 259 deletions
@@ -0,0 +1,119 @@
/obj/item/stack/sheet/animalhide/goliath_hide/vest
name = "green armor vest"
desc = "100% armor pickup. Can be used to improve some types of armor."
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "armoralt"
item_state = "armoralt"
color = "#00FF00"
light_power = 1
light_range = 2
light_color = "#00FF00"
/obj/item/stack/sheet/animalhide/goliath_hide/vest/blue
name = "mega armor vest"
desc = "200% armor pickup. Can be used to improve some types of armor."
icon = 'icons/obj/clothing/suits.dmi'
icon_state = "armoralt"
item_state = "armoralt"
color = "#0000FF"
light_power = 2
light_range = 3
light_color = "#0000FF"
/obj/item/reagent_containers/glass/beaker/synthflesh/healthvial
name = "health potion"
desc = "+1% health. Can be splashed to heal brute and burn damage."
color = "#0000FF"
light_power = 1
light_range = 2
light_color = "#0000FF"
/obj/effect/mine/pickup/bloodbath/berserk
duration = 100
var/extraduration = 1100
/obj/effect/mine/pickup/bloodbath/berserk/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='reallybig redtext'><b>RIP AND TEAR</b></span>")
var/old_color = victim.client.color
var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
victim.log_message("entered a berserk frenzy", LOG_ATTACK)
victim.reagents.add_reagent(/datum/reagent/medicine/adminordrazine,50)
to_chat(victim, "<span class='warning'>KILL, KILL, KILL!</span>")
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
sleep(duration)
victim.client.color = old_color
sleep(extraduration)
victim.log_message("exited a berserk frenzy", LOG_ATTACK)
qdel(src)
/turf/open/floor/carpet/blue/doomed
name = "marine base carpet"
desc = "Carpet, so barefoot demons can have some comfort."
floor_tile = null
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
/turf/closed/wall/mineral/plastitanium/doomed
name = "marine base wall"
desc = "A very doomed wall."
explosion_block = 50
/obj/machinery/door/airlock/titanium/doomed
name = "marine base airlock"
desc = "Knee deep in the dead."
/obj/machinery/door/airlock/titanium/doomed/locked
name = "jammed airlock"
desc = "It seems to be functional... there has to be a way to open it."
explosion_block = 50
var/list/candylist = list()
var/shouldunlock = FALSE
/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/Initialize()
for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
candylist += C
if(candylist.len)
close()
sleep(5)
bolt()
/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/process()
. = ..()
candylist = list()
for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
if(C.stat != DEAD)
candylist += C
return
if(!candylist.len)
STOP_PROCESSING(SSprocessing, src)
unbolt()
/obj/item/gun/ballistic/shotgun/doomed
name = "classic pump-action shotgun"
desc = "Shotguns can deliver a heavy punch at close range and a generous pelting from a distance. Not nearly as powerful as it's super variant."
icon = 'sandcode/icons/obj/doom.dmi'
icon_state = "pumpshotgun"
w_class = WEIGHT_CLASS_NORMAL
/obj/structure/fermenting_barrel/doom
name = "toxic waste barrel"
desc = "Filled with bad stuff. Probably explodes."
icon = 'sandcode/icons/obj/doom.dmi'
icon_state = "barrel"
/obj/structure/fermenting_barrel/doom/Initialize()
..()
src.reagents.add_reagent(pick(subtypesof(/datum/reagent/toxin)), 300)
/obj/structure/fermenting_barrel/doom/Destroy()
. = ..()
explosion(src.loc, -1, -1, 1, -1, 0, 3)
/area/ruin/powered/e1m1
name = "Hangar"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
icon_state = "dk_yellow"
@@ -0,0 +1,53 @@
/turf/open/indestructible/gold
name = "gold floor"
baseturfs = /turf/open/indestructible/gold
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
icon_state = "gold"
tiled_dirt = FALSE
desc = "Very rich floor made out of pure gold! This floor seems indestructible for some reason..."
/turf/open/indestructible/diamond
name = "diamond floor"
baseturfs = /turf/open/indestructible/diamond
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
icon_state = "diamond"
tiled_dirt = FALSE
desc = "Very rich floor made out of pure diamond! This floor seems indestructible for some reason..."
/obj/item/projectile/goat
name = "goat"
icon = 'icons/mob/animal.dmi'
icon_state = "goat"
damage = 5
damage_type = BRUTE
flag = "bullet"
/obj/item/projectile/goat/on_hit(atom/target)
knockdown = 20
var/turf/location = get_turf(target)
new/mob/living/simple_animal/hostile/retaliate/goat(location)
playsound(location, 'sandcode/sound/items/goatsound.ogg', 40, TRUE)
qdel(src)
/obj/item/ammo_casing/energy/goat
projectile_type = /obj/item/projectile/goat
select_name = "goat"
/obj/item/gun/energy/goatgun
name = "goat gun"
desc = "Whoever you fire this at is gonna be in for a baaaaaaad surprise." //ha ha I am funny man please laugh HAHAHAHAHAHAHAHA
icon = 'sandcode/icons/obj/guns/goatgun.dmi'
icon_state = "goat_gun"
item_state = "c20r"
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/goat)
cell_type = /obj/item/stock_parts/cell
clumsy_check = 0
selfcharge = 1
/obj/structure/ladder/unbreakable/goat
name = "Ladder Out of King Goats Lair"
desc = "Apparantly the exit was inside him the whole time...gross."
resistance_flags = INDESTRUCTIBLE
id = "goatlayer"
height = 1
@@ -0,0 +1,91 @@
/obj/item/katana/goldbrand
icon = 'sandcode/icons/obj/items_and_weapons.dmi'
icon_state = "goldbrand"
item_state = "goldbrand"
lefthand_file = 'sandcode/icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'sandcode/icons/mob/inhands/weapons/swords_righthand.dmi'
name = "Goldbrand"
desc = "Granted only to those who prove themselves in battle, this sword cuts and burns flesh."
force = 18
armour_penetration = 15
block_chance = 35 //not too bad really
var/burn_force = 5
var/firestacking = 10
light_color = "#FFFF99"
light_range = 2
light_power = 1
var/list/ourmegafauna = list()
var/upgradedname = "Eltonbrand"
var/upgradeddesc = "Go to Hell, Carolina!"
w_class = WEIGHT_CLASS_BULKY
/obj/item/katana/goldbrand/Initialize()
..()
START_PROCESSING(SSobj,src)
/obj/item/katana/goldbrand/process()
ourmegafauna = list()
for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
ourmegafauna += M
if(!ourmegafauna.len)
visible_message("<span class='warning'>[src] shines brightly, turning into [upgradedname]!</span>")
name = upgradedname
desc = upgradeddesc
block_chance = 66
armour_penetration = 35
force = 20
burn_force = 20
firestacking = 20
light_range = 3
light_power = 2
w_class = WEIGHT_CLASS_NORMAL
STOP_PROCESSING(SSobj,src)
/obj/item/katana/goldbrand/afterattack(target, user)
..()
if(iscarbon(target))
var/mob/living/carbon/L = target
var/mob/living/carbon/ourman = user
L.apply_damage(damage = burn_force,damagetype = BURN, def_zone = L.get_bodypart(check_zone(ourman.zone_selected)), blocked = FALSE, forced = FALSE)
L.adjust_fire_stacks(firestacking)
L.IgniteMob()
else if(isliving(target))
var/mob/living/thetarget = target
thetarget.adjustBruteLoss(burn_force)
/obj/effect/wrath
name = "Wrath's Wall"
desc = "Only those who truly revel in destruction can pass."
anchored = TRUE
density = TRUE
icon_state = "shield-cult"
icon = 'icons/effects/cult_effects.dmi'
color = "#FF0000"
var/list/megalist = list()
var/list/cmegalist = list()
/obj/effect/wrath/Initialize()
..()
megalist = list("Cockblock", "Cockblock", "Cockblock") //cockblock just to be sure that no one goes through the wrath wall in the 10 minute grace period
addtimer(CALLBACK(src, .proc/updatemegalist), 6000) //10 minutes delay so that all megafauna can spawn and etc.
/obj/effect/wrath/proc/updatemegalist()
megalist = list()
for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
megalist += M.name
/obj/effect/wrath/CanPass(atom/movable/mover, turf/target)
cmegalist = list() //clears the list to not cause problems.
for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
cmegalist += M
if(ishuman(mover))
var/mob/living/carbon/human/H = mover
if(cmegalist.len <= megalist.len - 2)
H.visible_message("<span class='warning'>[H] pushes through [src]!</span>", "<span class='notice'>You deserve your reward. Reap your hunt.</span>")
return TRUE
else
to_chat(H, "<span class='warning'>Just touching the door burns your hand... You're not ready.</span>")
H.apply_damage(damage = 5,damagetype = BURN, def_zone = H.get_bodypart(BODY_ZONE_R_ARM), blocked = FALSE, forced = FALSE)
/area/ruin/powered/wrath
icon_state = "dk_yellow"