Files
Enric Gabriel d312fbc4db 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>
2020-07-25 20:04:07 -03:00

120 lines
3.8 KiB
Plaintext

/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"