mirror of
https://github.com/Sandstorm-Station/Sandstorm-Station-13.git
synced 2026-07-27 08:01:36 +01:00
d312fbc4db
* 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>
120 lines
3.8 KiB
Plaintext
120 lines
3.8 KiB
Plaintext
/obj/item/stack/sheet/animalhide/goliath_hide/vest
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name = "green armor vest"
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desc = "100% armor pickup. Can be used to improve some types of armor."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "armoralt"
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item_state = "armoralt"
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color = "#00FF00"
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light_power = 1
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light_range = 2
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light_color = "#00FF00"
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/obj/item/stack/sheet/animalhide/goliath_hide/vest/blue
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name = "mega armor vest"
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desc = "200% armor pickup. Can be used to improve some types of armor."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "armoralt"
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item_state = "armoralt"
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color = "#0000FF"
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light_power = 2
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light_range = 3
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light_color = "#0000FF"
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/obj/item/reagent_containers/glass/beaker/synthflesh/healthvial
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name = "health potion"
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desc = "+1% health. Can be splashed to heal brute and burn damage."
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color = "#0000FF"
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light_power = 1
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light_range = 2
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light_color = "#0000FF"
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/obj/effect/mine/pickup/bloodbath/berserk
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duration = 100
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var/extraduration = 1100
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/obj/effect/mine/pickup/bloodbath/berserk/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='reallybig redtext'><b>RIP AND TEAR</b></span>")
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var/old_color = victim.client.color
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var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
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var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
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victim.log_message("entered a berserk frenzy", LOG_ATTACK)
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victim.reagents.add_reagent(/datum/reagent/medicine/adminordrazine,50)
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to_chat(victim, "<span class='warning'>KILL, KILL, KILL!</span>")
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victim.client.color = pure_red
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animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
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sleep(duration)
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victim.client.color = old_color
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sleep(extraduration)
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victim.log_message("exited a berserk frenzy", LOG_ATTACK)
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qdel(src)
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/turf/open/floor/carpet/blue/doomed
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name = "marine base carpet"
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desc = "Carpet, so barefoot demons can have some comfort."
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floor_tile = null
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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/turf/closed/wall/mineral/plastitanium/doomed
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name = "marine base wall"
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desc = "A very doomed wall."
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explosion_block = 50
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/obj/machinery/door/airlock/titanium/doomed
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name = "marine base airlock"
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desc = "Knee deep in the dead."
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/obj/machinery/door/airlock/titanium/doomed/locked
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name = "jammed airlock"
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desc = "It seems to be functional... there has to be a way to open it."
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explosion_block = 50
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var/list/candylist = list()
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var/shouldunlock = FALSE
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/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/Initialize()
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for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
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candylist += C
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if(candylist.len)
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close()
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sleep(5)
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bolt()
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/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/process()
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. = ..()
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candylist = list()
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for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
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if(C.stat != DEAD)
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candylist += C
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return
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if(!candylist.len)
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STOP_PROCESSING(SSprocessing, src)
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unbolt()
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/obj/item/gun/ballistic/shotgun/doomed
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name = "classic pump-action shotgun"
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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."
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icon = 'sandcode/icons/obj/doom.dmi'
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icon_state = "pumpshotgun"
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w_class = WEIGHT_CLASS_NORMAL
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/obj/structure/fermenting_barrel/doom
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name = "toxic waste barrel"
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desc = "Filled with bad stuff. Probably explodes."
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icon = 'sandcode/icons/obj/doom.dmi'
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icon_state = "barrel"
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/obj/structure/fermenting_barrel/doom/Initialize()
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..()
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src.reagents.add_reagent(pick(subtypesof(/datum/reagent/toxin)), 300)
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/obj/structure/fermenting_barrel/doom/Destroy()
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. = ..()
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explosion(src.loc, -1, -1, 1, -1, 0, 3)
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/area/ruin/powered/e1m1
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name = "Hangar"
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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icon_state = "dk_yellow"
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