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Merge pull request #250 from Cameron653/master
Adds in language implants.
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@@ -0,0 +1,46 @@
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/obj/item/weapon/implant/language
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name = "language"
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desc = "Allows the user to understand and speak almost all known languages.."
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var/uses = 1
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Language Implant<BR>
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<b>Life:</b> One day.<BR>
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<b>Important Notes:</b> Personnel with this implant can speak almost all known languages.<BR>
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<HR>
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<b>Implant Details:</b> Subjects injected with implant can understand and speak almost all known languages.<BR>
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<b>Function:</b> Contains specialized nanobots to stimulate the brain so the user can speak and understand previously unknown languages.<BR>
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<b>Special Features:</b> Will allow the user to understand almost all languages.<BR>
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<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
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return dat
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trigger(emote, mob/source as mob)
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if (src.uses < 1) return 0
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if (emote == "smile")
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src.uses--
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source << "<span class='notice'>You suddenly feel as if you can understand other languages!</span>"
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source.add_language("Chimpanzee")
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source.add_language("Neaera")
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source.add_language("Stok")
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source.add_language("Farwa")
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source.add_language("Sinta'unathi")
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source.add_language("Siik'tajr")
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source.add_language("Skrellian")
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source.add_language("Schechi")
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source.add_language("Sinta'unathi")
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source.add_language("Birdsong")
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source.add_language("Sagaru")
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source.add_language("Canilunzt")
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source.add_language("Sol Common") //In case they're giving a xenomorph an implant or something.
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return
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implanted(mob/source)
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source.mind.store_memory("A implant can be activated by using the smile emote, <B>say *smile</B> to attempt to activate.", 0, 0)
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source << "The implanted language implant can be activated by using the smile emote, <B>say *smile</B> to attempt to activate."
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return 1
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@@ -0,0 +1,9 @@
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/obj/item/weapon/implantcase/language
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name = "glass case - 'language'"
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desc = "A case containing a language implant."
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icon_state = "implantcase-r"
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/obj/item/weapon/implantcase/language/New()
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src.imp = new /obj/item/weapon/implant/language( src )
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..()
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return
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@@ -0,0 +1,10 @@
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//Vorestation universal translator implant.
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/obj/item/weapon/implanter/language
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name = "implanter-language"
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/obj/item/weapon/implanter/language/New()
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src.imp = new /obj/item/weapon/implant/language( src )
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..()
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update()
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return
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@@ -5,4 +5,11 @@
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req_tech = list(TECH_MATERIAL = 4, TECH_POWER = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3) //They were never used before. Now they'll be used. Hopefully.
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build_type = PROTOLATHE
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "$glass" = 1000, "$silver" = 1000)
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build_path = /obj/item/weapon/pickaxe/excavationdrill
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build_path = /obj/item/weapon/pickaxe/excavationdrill
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/datum/design/item/implant/language
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name = "language implant"
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id = "implant_language"
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req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant.
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000)
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build_path = /obj/item/weapon/implantcase/language
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@@ -760,9 +760,12 @@
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#include "code\game\objects\items\weapons\grenades\smokebomb.dm"
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#include "code\game\objects\items\weapons\grenades\spawnergrenade.dm"
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#include "code\game\objects\items\weapons\implants\implant.dm"
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#include "code\game\objects\items\weapons\implants\implant_vr.dm"
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#include "code\game\objects\items\weapons\implants\implantcase.dm"
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#include "code\game\objects\items\weapons\implants\implantcase_vr.dm"
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#include "code\game\objects\items\weapons\implants\implantchair.dm"
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#include "code\game\objects\items\weapons\implants\implanter.dm"
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#include "code\game\objects\items\weapons\implants\implanter_vr.dm"
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#include "code\game\objects\items\weapons\implants\implantfreedom.dm"
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#include "code\game\objects\items\weapons\implants\implantpad.dm"
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#include "code\game\objects\items\weapons\implants\implantuplink.dm"
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