Merge pull request #250 from Cameron653/master

Adds in language implants.
This commit is contained in:
Arokha Sieyes
2016-05-30 23:07:10 -04:00
5 changed files with 76 additions and 1 deletions
@@ -0,0 +1,46 @@
/obj/item/weapon/implant/language
name = "language"
desc = "Allows the user to understand and speak almost all known languages.."
var/uses = 1
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Language Implant<BR>
<b>Life:</b> One day.<BR>
<b>Important Notes:</b> Personnel with this implant can speak almost all known languages.<BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can understand and speak almost all known languages.<BR>
<b>Function:</b> Contains specialized nanobots to stimulate the brain so the user can speak and understand previously unknown languages.<BR>
<b>Special Features:</b> Will allow the user to understand almost all languages.<BR>
<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
return dat
trigger(emote, mob/source as mob)
if (src.uses < 1) return 0
if (emote == "smile")
src.uses--
source << "<span class='notice'>You suddenly feel as if you can understand other languages!</span>"
source.add_language("Chimpanzee")
source.add_language("Neaera")
source.add_language("Stok")
source.add_language("Farwa")
source.add_language("Sinta'unathi")
source.add_language("Siik'tajr")
source.add_language("Skrellian")
source.add_language("Schechi")
source.add_language("Sinta'unathi")
source.add_language("Birdsong")
source.add_language("Sagaru")
source.add_language("Canilunzt")
source.add_language("Sol Common") //In case they're giving a xenomorph an implant or something.
return
implanted(mob/source)
source.mind.store_memory("A implant can be activated by using the smile emote, <B>say *smile</B> to attempt to activate.", 0, 0)
source << "The implanted language implant can be activated by using the smile emote, <B>say *smile</B> to attempt to activate."
return 1
@@ -0,0 +1,9 @@
/obj/item/weapon/implantcase/language
name = "glass case - 'language'"
desc = "A case containing a language implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/language/New()
src.imp = new /obj/item/weapon/implant/language( src )
..()
return
@@ -0,0 +1,10 @@
//Vorestation universal translator implant.
/obj/item/weapon/implanter/language
name = "implanter-language"
/obj/item/weapon/implanter/language/New()
src.imp = new /obj/item/weapon/implant/language( src )
..()
update()
return
+8 -1
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@@ -5,4 +5,11 @@
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.
build_type = PROTOLATHE
materials = list(DEFAULT_WALL_MATERIAL = 4000, "$glass" = 1000, "$silver" = 1000)
build_path = /obj/item/weapon/pickaxe/excavationdrill
build_path = /obj/item/weapon/pickaxe/excavationdrill
/datum/design/item/implant/language
name = "language implant"
id = "implant_language"
req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant.
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000)
build_path = /obj/item/weapon/implantcase/language
+3
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@@ -760,9 +760,12 @@
#include "code\game\objects\items\weapons\grenades\smokebomb.dm"
#include "code\game\objects\items\weapons\grenades\spawnergrenade.dm"
#include "code\game\objects\items\weapons\implants\implant.dm"
#include "code\game\objects\items\weapons\implants\implant_vr.dm"
#include "code\game\objects\items\weapons\implants\implantcase.dm"
#include "code\game\objects\items\weapons\implants\implantcase_vr.dm"
#include "code\game\objects\items\weapons\implants\implantchair.dm"
#include "code\game\objects\items\weapons\implants\implanter.dm"
#include "code\game\objects\items\weapons\implants\implanter_vr.dm"
#include "code\game\objects\items\weapons\implants\implantfreedom.dm"
#include "code\game\objects\items\weapons\implants\implantpad.dm"
#include "code\game\objects\items\weapons\implants\implantuplink.dm"