Merge branch 'master' into sord

This commit is contained in:
David Winters
2021-04-11 01:39:38 -04:00
263 changed files with 486280 additions and 30873 deletions
@@ -291,7 +291,7 @@
The image seems important."
listing_name = "Safety - Mech Operation"
//VOREStation Removal Start TFF 17/12/19 - lore not used in our station's own lore.
//VOREStation Removal Start
/*
/datum/poster/nanotrasen/nt_4
icon_state = "ntposter04"
@@ -87,4 +87,6 @@
light_range = 2
light_power = 0.5
light_color = "#80F5FF"
//VOREStation edit ends
//VOREStation edit ends
/obj/effect/projectile/impact/pointdefense
icon_state = "impact_pointdef"
@@ -99,4 +99,6 @@
light_range = 2
light_power = 0.5
light_color = "#80F5FF"
//VOREStation edit ends
//VOREStation edit ends
/obj/effect/projectile/muzzle/pointdefense
icon_state = "muzzle_pointdef"
@@ -129,3 +129,5 @@
light_power = 0.5
light_color = "#80F5FF"
//VOREStation edit ends
/obj/effect/projectile/tracer/pointdefense
icon_state = "beam_pointdef"
@@ -294,7 +294,7 @@
icon_state = "lamp"
force = 10
center_of_mass = list("x" = 13,"y" = 11)
brightness_on = 10 //TFF 27/11/19 - post refactor fix for intensity levels.
brightness_on = 10
w_class = ITEMSIZE_LARGE
power_use = 0
on = 1
+152 -46
View File
@@ -1,14 +1,18 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
var/process_type = /obj/item/stack/hairlesshide
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/animalhide/human
name = "skin"
@@ -18,7 +22,6 @@
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
amount = 1
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
@@ -26,7 +29,6 @@
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
amount = 1
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
@@ -34,7 +36,6 @@
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
amount = 1
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
@@ -42,7 +43,6 @@
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
amount = 1
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
@@ -50,7 +50,6 @@
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
amount = 1
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
@@ -58,7 +57,6 @@
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
amount = 1
stacktype = "hide-xeno"
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
@@ -68,7 +66,6 @@
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
amount = 1
stacktype = "hide-chitin"
/obj/item/xenos_claw
@@ -88,19 +85,28 @@
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
if(do_after(user,50))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name]</span>")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/hairlesshide/HS in user.loc)
if(HS.amount < 50 && istype(HS, process_type))
HS.amount++
src.use(1)
return
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/HS = new process_type(usr.loc)
if(istype(HS))
HS.amount = 1
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
@@ -110,31 +116,43 @@
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
amount = 1
max_amount = 20
stacktype = "hairlesshide"
var/cleaning = FALSE // Can we be water_acted, or are we busy? To prevent accidental hide duplication and the collapse of causality.
var/wet_type = /obj/item/stack/wetleather
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
..()
cleaning = TRUE
while(amount > 0 && wateramount > 0)
use(1)
wateramount--
new wet_type(get_turf(src))
cleaning = FALSE
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
return
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new wet_type(get_turf(src))
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
@@ -146,16 +164,34 @@
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
amount = 1
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
@@ -164,17 +200,87 @@
dry()
/obj/item/stack/wetleather/proc/dry()
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/material/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
wetness = initial(wetness)
src.use(1)
return
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/HS = new dry_type(src.loc)
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
if(istype(HS))
HS.amount = 1
wetness = initial(wetness)
src.use(1)
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to
+1 -1
View File
@@ -949,7 +949,7 @@
/obj/item/toy/plushie/mouse
name = "mouse plush"
desc = "A plushie of a delightful mouse! What was once considered a vile rodent is now your very best friend."
icon_state = "mouseplushie" //TFF 12/11/19 - updated icon to show a sprite that doesn't replicate a dead mouse. Heck you for that! >:C
icon_state = "mouseplushie"
pokephrase = "Squeak!"
/obj/item/toy/plushie/kitten
@@ -6,8 +6,8 @@
name = T_BOARD("point defense battery")
board_type = new /datum/frame/frame_types/machine
desc = "Control systems for a Kuiper pattern point defense battery. Aim away from vessel."
build_path = /obj/machinery/power/pointdefense
origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2, TECH_POWER = 2)
build_path = /obj/machinery/pointdefense
origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2)
req_components = list(
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser = 1,
/obj/item/weapon/stock_parts/manipulator = 2,
+144 -1
View File
@@ -7,4 +7,147 @@
/obj/random/empty_or_lootable_crate/item_to_spawn()
return pick(/obj/random/crate,
/obj/random/multiple/corp_crate)
/obj/random/multiple/corp_crate)
/obj/random/forgotten_tram
name = "random forgotten tram item"
desc = "Spawns a random item that someone might accidentally leave on a tram. Sometimes spawns nothing."
spawn_nothing_percentage = 30
/obj/random/forgotten_tram/item_to_spawn()
return pick(prob(2);/obj/item/device/flashlight,
prob(2);/obj/item/device/flashlight/glowstick,
prob(2);/obj/item/device/flashlight/glowstick/blue,
prob(1);/obj/item/device/flashlight/glowstick/orange,
prob(1);/obj/item/device/flashlight/glowstick/red,
prob(1);/obj/item/device/flashlight/glowstick/yellow,
prob(1);/obj/item/device/flashlight/pen,
prob(2);/obj/item/device/flashlight/maglight,
prob(5);/obj/random/cigarettes,
prob(5);/obj/random/soap,
prob(5);/obj/random/drinksoft,
prob(5);/obj/random/snack,
prob(5);/obj/random/plushie,
prob(2);/obj/item/weapon/storage/secure/briefcase,
prob(4);/obj/item/weapon/storage/briefcase,
prob(5);/obj/item/weapon/storage/backpack,
prob(5);/obj/item/weapon/storage/backpack/medic,
prob(5);/obj/item/weapon/storage/backpack/industrial,
prob(5);/obj/item/weapon/storage/backpack/toxins,
prob(3);/obj/item/weapon/storage/backpack/dufflebag,
prob(3);/obj/item/weapon/storage/backpack/dufflebag/med,
prob(3);/obj/item/weapon/storage/backpack/dufflebag/eng,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/med,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo,
prob(4);/obj/item/weapon/storage/backpack/satchel,
prob(5);/obj/item/weapon/storage/backpack/satchel/norm,
prob(5);/obj/item/weapon/storage/backpack/satchel/med,
prob(5);/obj/item/weapon/storage/backpack/satchel/eng,
prob(5);/obj/item/weapon/storage/backpack/satchel/tox,
prob(5);/obj/item/weapon/storage/backpack/messenger/med,
prob(5);/obj/item/weapon/storage/backpack/messenger/engi,
prob(5);/obj/item/weapon/storage/backpack/messenger/tox,
prob(3);/obj/item/weapon/storage/wallet,
prob(1);/obj/item/clothing/gloves/black,
prob(1);/obj/item/clothing/gloves/blue,
prob(1);/obj/item/clothing/gloves/brown,
prob(1);/obj/item/clothing/gloves/duty,
prob(1);/obj/item/clothing/gloves/fingerless,
prob(1);/obj/item/clothing/gloves/green,
prob(1);/obj/item/clothing/gloves/grey,
prob(1);/obj/item/clothing/gloves/orange,
prob(1);/obj/item/clothing/gloves/yellow,
prob(3);/obj/item/clothing/gloves/botanic_leather,
prob(2);/obj/item/clothing/gloves/sterile/latex,
prob(5);/obj/item/clothing/gloves/white,
prob(5);/obj/item/clothing/gloves/rainbow,
prob(2);/obj/item/clothing/gloves/fyellow,
prob(1);/obj/item/clothing/glasses/rimless,
prob(1);/obj/item/clothing/glasses/thin,
prob(1);/obj/item/clothing/glasses/regular,
prob(1);/obj/item/clothing/glasses/regular/rimless,
prob(1);/obj/item/clothing/glasses/regular/thin,
prob(1);/obj/item/clothing/glasses/fakesunglasses,
prob(1);/obj/item/clothing/glasses/fakesunglasses/aviator,
prob(1);/obj/item/clothing/glasses/omnihud,
prob(4);/obj/item/clothing/head/hardhat,
prob(3);/obj/item/clothing/head/hardhat/red,
prob(2);/obj/item/clothing/head/hardhat/dblue,
prob(2);/obj/item/clothing/head/hardhat/orange,
prob(4);/obj/item/clothing/head/soft/,
prob(4);/obj/item/clothing/head/soft/black,
prob(4);/obj/item/clothing/head/soft/blue,
prob(4);/obj/item/clothing/head/soft/green,
prob(4);/obj/item/clothing/head/soft/grey,
prob(4);/obj/item/clothing/head/soft/med,
prob(4);/obj/item/clothing/head/soft/nanotrasen,
prob(4);/obj/item/clothing/head/soft/red,
prob(4);/obj/item/clothing/head/soft/orange,
prob(4);/obj/item/clothing/head/soft/sec,
prob(4);/obj/item/clothing/head/soft/sec/corp,
prob(3);/obj/item/clothing/head/soft/yellow,
prob(1);/obj/item/clothing/head/ushanka,
prob(3);/obj/item/clothing/head/beret,
prob(3);/obj/item/clothing/head/beret/engineering,
prob(1);/obj/item/clothing/head/beret/purple,
prob(3);/obj/item/clothing/head/beret/sec,
prob(3);/obj/item/clothing/head/beret/sec/corporate/officer,
prob(3);/obj/item/clothing/head/beret/sec/navy/officer,
prob(3);/obj/item/clothing/head/soft/yellow,
prob(2);/obj/item/clothing/head/orangebandana,
prob(3);/obj/item/clothing/suit/storage/toggle/bomber,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/black,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/blue,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/red,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/yellow,
prob(3);/obj/item/clothing/suit/storage/toggle/brown_jacket,
prob(3);/obj/item/clothing/suit/storage/toggle/leather_jacket,
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat,
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat/science,
prob(4);/obj/item/clothing/suit/storage/miljacket,
prob(4);/obj/item/clothing/suit/storage/miljacket/alt,
prob(4);/obj/item/clothing/suit/storage/miljacket/black,
prob(4);/obj/item/clothing/suit/storage/miljacket/green,
prob(4);/obj/item/clothing/suit/storage/miljacket/grey,
prob(4);/obj/item/clothing/suit/storage/miljacket/navy,
prob(4);/obj/item/clothing/suit/storage/miljacket/tan,
prob(4);/obj/item/clothing/suit/storage/miljacket/white,
prob(4);/obj/item/clothing/suit/storage/trench,
prob(3);/obj/item/clothing/suit/varsity,
prob(3);/obj/item/clothing/suit/varsity/blue,
prob(3);/obj/item/clothing/suit/varsity/brown,
prob(3);/obj/item/clothing/suit/varsity/green,
prob(3);/obj/item/clothing/suit/varsity/purple,
prob(3);/obj/item/clothing/suit/varsity/red,
prob(3);/obj/item/clothing/accessory/poncho,
prob(3);/obj/item/clothing/accessory/poncho/blue,
prob(3);/obj/item/clothing/accessory/poncho/green,
prob(3);/obj/item/clothing/accessory/poncho/purple,
prob(3);/obj/item/clothing/accessory/poncho/red,
prob(3);/obj/item/clothing/accessory/poncho/roles/cargo,
prob(3);/obj/item/clothing/accessory/poncho/roles/engineering,
prob(3);/obj/item/clothing/accessory/poncho/roles/medical,
prob(3);/obj/item/clothing/accessory/poncho/roles/science,
prob(3);/obj/item/clothing/accessory/poncho/roles/security,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/atmos,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/cargo,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/engineer,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/medical,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/mining,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/research,
prob(3);/obj/item/clothing/accessory/poncho/roles/cloak/security,
prob(2);/obj/item/clothing/accessory/stethoscope,
prob(2);/obj/item/device/camera,
prob(3);/obj/item/device/pda,
prob(3);/obj/item/device/radio/headset,
prob(2);/obj/item/toy/tennis,
prob(2);/obj/item/toy/tennis/red,
prob(2);/obj/item/toy/tennis/yellow,
prob(2);/obj/item/toy/tennis/green,
prob(2);/obj/item/toy/tennis/cyan,
prob(2);/obj/item/toy/tennis/blue,
prob(2);/obj/item/toy/tennis/purple,
prob(2);/obj/item/clothing/ears/earmuffs,
prob(2);/obj/item/clothing/ears/earmuffs/headphones
)
+28 -10
View File
@@ -195,27 +195,45 @@ two tiles on initialization, and which way a cliff is facing may change during m
displaced = TRUE
if(istype(T))
visible_message(span("danger", "\The [L] falls off \the [src]!"))
var/safe_fall = FALSE
if(ishuman(L))
var/mob/living/carbon/human/H = L
safe_fall = H.species.handle_falling(H, T, silent = TRUE, planetary = FALSE)
if(safe_fall)
visible_message(span("notice", "\The [L] glides down from \the [src]."))
else
visible_message(span("danger", "\The [L] falls off \the [src]!"))
L.forceMove(T)
// Do the actual hurting. Double cliffs do halved damage due to them most likely hitting twice.
var/harm = !is_double_cliff ? 1 : 0.5
if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
var/obj/vehicle/vehicle = L.buckled
vehicle.adjust_health(40 * harm)
to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
harm /= 2
if(!safe_fall)
// Do the actual hurting. Double cliffs do halved damage due to them most likely hitting twice.
if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
var/obj/vehicle/vehicle = L.buckled
vehicle.adjust_health(40 * harm)
to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
harm /= 2
playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
L.Weaken(5 * harm)
playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
L.Weaken(5 * harm)
var/fall_time = 3
if(displaced) // Make the fall look more natural when falling sideways.
L.pixel_z = 32 * 2
animate(L, pixel_z = 0, time = fall_time)
sleep(fall_time) // A brief delay inbetween the two sounds helps sell the 'ouch' effect.
if(safe_fall)
visible_message(span("notice", "\The [L] lands on \the [T]."))
playsound(L, "rustle", 25, 1)
return
playsound(L, "punch", 70, 1)
shake_camera(L, 1, 1)
visible_message(span("danger", "\The [L] hits the ground!"))
visible_message(span("danger", "\The [L] hits \the [T]!"))
// The bigger they are, the harder they fall.
// They will take at least 20 damage at the minimum, and tries to scale up to 40% of their max health.
+5 -1
View File
@@ -34,4 +34,8 @@
/obj/structure/window/plastitanium/full
icon_state = "window-full"
maxhealth = 250
fulltile = TRUE
fulltile = TRUE
/obj/structure/window/reinforced/tinted/full
icon_state = "window-full"
fulltile = TRUE