Merge pull request #2963 from Ravensdale/master

Robot bug fix, synthetic custom sprites update and a rune text tweak
This commit is contained in:
Chinsky
2013-06-07 04:45:00 -07:00
6 changed files with 36 additions and 9 deletions

View File

@@ -133,6 +133,8 @@ var/list/ai_list = list()
icons += "M00X-BC"
if (src.name == "Skuld" && src.ckey == "ravensdale")
icons += "Skuld"
if (src.name == "REMNANT" && src.ckey == "serithi")
icons += "REMNANT"
icontype = input("Please, select a display!", "AI", null/*, null*/) in icons
if(icontype == "Clown")
icon_state = "ai-clown2"
@@ -170,6 +172,8 @@ var/list/ai_list = list()
icon_state = "ai-triumvirate-malf"
else if(icontype == "Skuld")
icon_state = "ai-ravensdale"
else if(icontype == "REMNANT")
icon_state = "ai-serithi"
//else
//usr <<"You can only change your display once!"
//return

View File

@@ -3,6 +3,8 @@
stat = DEAD
if (src.name == "Skuld" && src.ckey == "ravensdale")//checks ID of AI and player to see if it needs to pull the custom death sprite and goes to blue-screen if it doesn't
icon_state = "ai-ravensdale-crash"
else if (src.name == "REMNANT" && src.ckey == "serithi")
icon_state = "ai-serithi-crash"
else icon_state = "ai-crash"
update_canmove()
if(src.eyeobj)

View File

@@ -123,9 +123,12 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/standard(src)
hands.icon_state = "standard"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
switch(icontype)
if("Basic") icon_state = "robot_old"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "robot"
modtype = "Stand"
feedback_inc("cyborg_standard",1)
@@ -134,12 +137,15 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/butler(src)
hands.icon_state = "service"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
switch(icontype)
if("Waitress") icon_state = "Service"
if("Kent") icon_state = "toiletbot"
if("Bro") icon_state = "Brobot"
if("Rich") icon_state = "maximillion"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "Service2"
modtype = "Butler"
feedback_inc("cyborg_service",1)
@@ -148,10 +154,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/miner(src)
hands.icon_state = "miner"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
switch(icontype)
if("Basic") icon_state = "Miner_old"
if("Advanced Droid") icon_state = "droid-miner"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "Miner"
modtype = "Miner"
feedback_inc("cyborg_miner",1)
@@ -161,11 +170,14 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/medical(src)
hands.icon_state = "medical"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
switch(icontype)
if("Basic") icon_state = "Medbot"
if("Advanced Droid") icon_state = "droid-medical"
if("Needles") icon_state = "medicalrobot"
if("Lucy") icon_state = "rowtree-medical"
else icon_state = "surgeon"
modtype = "Med"
status_flags &= ~CANPUSH
@@ -176,11 +188,14 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/security(src)
hands.icon_state = "security"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
switch(icontype)
if("Basic") icon_state = "secborg"
if("Red Knight") icon_state = "Security"
if("Black Knight") icon_state = "securityrobot"
if("Lucy") icon_state = "rowtree-security"
else icon_state = "bloodhound"
modtype = "Sec"
//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
@@ -192,10 +207,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/engineering(src)
hands.icon_state = "engineer"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
switch(icontype)
if("Basic") icon_state = "Engineering"
if("Antique") icon_state = "Engineerrobot"
if("Antique") icon_state = "engineerrobot"
if("Lucy") icon_state = "rowtree-engineering"
else icon_state = "landmate"
modtype = "Eng"
feedback_inc("cyborg_engineering",1)
@@ -205,10 +223,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/janitor(src)
hands.icon_state = "janitor"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
switch(icontype)
if("Basic") icon_state = "JanBot2"
if("Mopbot") icon_state = "janitorrobot"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "mopgearrex"
modtype = "Jan"
feedback_inc("cyborg_janitor",1)