next set of spans (#16434)

* next set of spans

* some more

* next

* next

* next

* .

* text...

* next... rest soon

* .

* .

* ok last set for the night

* .

* .

* .

* .

* some more

* next

* next

* all for now

* .

* some more easy ones

* some more easy ones

* .

* .

* some more bolds

* oups auto complete moment

* add the remaining spans

* this as well

* this as well

* .

* .,

* resync them properly
This commit is contained in:
Kashargul
2024-10-16 23:37:27 +02:00
committed by GitHub
parent 6275972fef
commit b594520a74
604 changed files with 2801 additions and 2638 deletions
+6 -6
View File
@@ -81,7 +81,7 @@ var/global/list/breach_burn_descriptors = list(
amount_left = 0
B.update_descriptor()
user.visible_message("<b>[user]</b> patches some of the damage on \the [src].")
user.visible_message(span_infoplain(span_bold("[user]") + " patches some of the damage on \the [src]."))
calc_breach_damage()
/obj/item/clothing/suit/space/proc/create_breaches(var/damtype, var/amount)
@@ -119,9 +119,9 @@ var/global/list/breach_burn_descriptors = list(
amount -= needs
if(existing.damtype == BRUTE)
T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] gapes wider!</span>")
T.visible_message(span_warning("\The [existing.descriptor] on [src] gapes wider!"))
else if(existing.damtype == BURN)
T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] widens!</span>")
T.visible_message(span_warning("\The [existing.descriptor] on [src] widens!"))
if (amount)
//Spawn a new breach.
@@ -135,9 +135,9 @@ var/global/list/breach_burn_descriptors = list(
B.holder = src
if(B.damtype == BRUTE)
T.visible_message("<span class = 'warning'>\A [B.descriptor] opens up on [src]!</span>")
T.visible_message(span_warning("\A [B.descriptor] opens up on [src]!"))
else if(B.damtype == BURN)
T.visible_message("<span class = 'warning'>\A [B.descriptor] marks the surface of [src]!</span>")
T.visible_message(span_warning("\A [B.descriptor] marks the surface of [src]!"))
calc_breach_damage()
@@ -227,4 +227,4 @@ var/global/list/breach_burn_descriptors = list(
. = ..()
if(can_breach && breaches?.len)
for(var/datum/breach/B in breaches)
. += span_red("<B>It has \a [B.descriptor].</B>")
. += span_red(span_bold("It has \a [B.descriptor]."))
@@ -54,7 +54,7 @@
to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
return 0
to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
user.drop_from_inventory(input_device)
qdel(input_device)
accepted_item.charges++
@@ -256,7 +256,7 @@
else
var/obj/item/new_weapon = new fabrication_type()
new_weapon.forceMove(H)
to_chat(H, span_blue("<b>You quickly fabricate \a [new_weapon].</b>"))
to_chat(H, span_boldnotice("You quickly fabricate \a [new_weapon]."))
H.put_in_hands(new_weapon)
return 1
@@ -368,7 +368,7 @@
if(interfaced_with)
if(holder && holder.wearer)
to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
to_chat(holder.wearer, span_warning("Your power sink retracts as the module deactivates."))
drain_complete()
interfaced_with = null
total_power_drained = 0
@@ -400,7 +400,7 @@
if(target.drain_power(1) <= 0)
return 0
to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
to_chat(H, span_danger("You begin draining power from [target]!"))
interfaced_with = target
drain_loc = interfaced_with.loc
@@ -434,17 +434,17 @@
H.break_cloak()
if(!holder.cell)
to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
to_chat(H, span_danger("Your power sink flashes an error; there is no cell in your rig."))
drain_complete(H)
return
if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
to_chat(H, span_warning("Your power sink retracts into its casing."))
drain_complete(H)
return
if(holder.cell.fully_charged())
to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
to_chat(H, span_warning("Your power sink flashes an amber light; your rig cell is full."))
drain_complete(H)
return
@@ -453,7 +453,7 @@
var/to_drain = min(12.5*holder.cell.maxcharge, ((holder.cell.maxcharge - holder.cell.charge) / CELLRATE))
var/target_drained = interfaced_with.drain_power(0,0,to_drain)
if(target_drained <= 0)
to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
to_chat(H, span_danger("Your power sink flashes a red light; there is no power left in [interfaced_with]."))
drain_complete(H)
return
@@ -466,10 +466,10 @@
if(!interfaced_with)
if(M)
to_chat(M, span_blue("<b>Total power drained:</b> [round(total_power_drained*CELLRATE)] cell units."))
to_chat(M, span_notice(span_bold("Total power drained:") + " [round(total_power_drained*CELLRATE)] cell units."))
else
if(M)
to_chat(M, span_blue("<b>Total power drained from [interfaced_with]:</b> [round(total_power_drained*CELLRATE)] cell units."))
to_chat(M, span_notice(span_bold("Total power drained from [interfaced_with]:") + " [round(total_power_drained*CELLRATE)] cell units."))
interfaced_with.drain_power(0,1,0) // Damage the victim.
drain_loc = null
@@ -37,7 +37,7 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, span_blue("<b>You are now nearly invisible to normal detection.</b>"))
to_chat(H, span_boldnotice("You are now nearly invisible to normal detection."))
H.alpha = 5
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
@@ -34,7 +34,7 @@
to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
return 0
to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
user.drop_from_inventory(input_device)
qdel(input_device)
accepted_item.charges++
@@ -29,7 +29,7 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, span_blue("<b>You are now nearly invisible to normal detection.</b>"))
to_chat(H, span_boldnotice("You are now nearly invisible to normal detection."))
H.alpha = 5
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
@@ -36,7 +36,7 @@
to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
return 0
to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
user.drop_from_inventory(input_device)
qdel(input_device)
accepted_item.charges++
@@ -34,7 +34,7 @@
else
var/obj/item/new_weapon = new fabrication_type()
new_weapon.forceMove(H)
to_chat(H, span_blue("<b>You quickly fabricate \a [new_weapon].</b>"))
to_chat(H, span_boldnotice("You quickly fabricate \a [new_weapon]."))
H.put_in_hands(new_weapon)
return 1
@@ -34,7 +34,7 @@
var/obj/item/clothing/head/helmet/space/rig/helmet = holder.helmet
var/obj/item/clothing/gloves/gauntlets/rig/gloves = holder.gloves
to_chat(H, span_blue("<b>You activate your suit's powered radiation shielding.</b>"))
to_chat(H, span_boldnotice("You activate your suit's powered radiation shielding."))
stored_rad_armor = holder.armor["rad"]
if(boots)
boots.armor["rad"] = 100
@@ -117,7 +117,7 @@
stored_max_pressure = holder.max_pressure_protection
stored_max_temp = holder.max_heat_protection_temperature
to_chat(H, span_blue("<b>You activate your suit's powered atmospheric shielding.</b>"))
to_chat(H, span_boldnotice("You activate your suit's powered atmospheric shielding."))
if(boots)
boots.max_pressure_protection = INFINITY
@@ -145,7 +145,7 @@
var/obj/item/clothing/head/helmet/space/rig/helmet = holder.helmet
var/obj/item/clothing/gloves/gauntlets/rig/gloves = holder.gloves
to_chat(H, span_danger("<b>You deactivate your suit's powered atmospheric shielding.</b>"))
to_chat(H, span_boldnotice("You deactivate your suit's powered atmospheric shielding."))
if(boots)
boots.max_pressure_protection = stored_max_pressure
@@ -20,7 +20,7 @@
if(interfaced_with)
if(holder && holder.wearer)
to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
to_chat(holder.wearer, span_warning("Your power sink retracts as the module deactivates."))
drain_complete()
interfaced_with = null
total_power_drained = 0
@@ -52,7 +52,7 @@
if(target.drain_power(1) <= 0)
return 0
to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
to_chat(H, span_danger("You begin draining power from [target]!"))
interfaced_with = target
drain_loc = interfaced_with.loc
@@ -86,17 +86,17 @@
H.break_cloak()
if(!holder.cell)
to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
to_chat(H, span_danger("Your power sink flashes an error; there is no cell in your rig."))
drain_complete(H)
return
if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
to_chat(H, span_warning("Your power sink retracts into its casing."))
drain_complete(H)
return
if(holder.cell.fully_charged())
to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
to_chat(H, span_warning("Your power sink flashes an amber light; your rig cell is full."))
drain_complete(H)
return
@@ -105,7 +105,7 @@
var/to_drain = min(12.5*holder.cell.maxcharge, ((holder.cell.maxcharge - holder.cell.charge) / CELLRATE))
var/target_drained = interfaced_with.drain_power(0,0,to_drain)
if(target_drained <= 0)
to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
to_chat(H, span_danger("Your power sink flashes a red light; there is no power left in [interfaced_with]."))
drain_complete(H)
return
@@ -118,10 +118,10 @@
if(!interfaced_with)
if(M)
to_chat(M, span_blue("<b>Total power drained:</b> [round(total_power_drained*CELLRATE)] cell units."))
to_chat(M, span_notice(span_bold("Total power drained:") + " [round(total_power_drained*CELLRATE)] cell units."))
else
if(M)
to_chat(M, span_blue("<b>Total power drained from [interfaced_with]:</b> [round(total_power_drained*CELLRATE)] cell units."))
to_chat(M, span_notice(span_bold("Total power drained from [interfaced_with]:") + " [round(total_power_drained*CELLRATE)] cell units."))
interfaced_with.drain_power(0,1,0) // Damage the victim.
drain_loc = null
@@ -27,7 +27,7 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, span_blue("<b>You activate the suit's sprint mode.</b>"))
to_chat(H, span_boldnotice("You activate the suit's sprint mode."))
holder.slowdown = initial(holder.slowdown) - sprint_speed
@@ -508,7 +508,7 @@
to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
return 0
to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
user.drop_from_inventory(input_device)
qdel(input_device)
accepted_item.charges++
@@ -632,7 +632,7 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, span_blue("<b>You activate the suit's sprint mode.</b>"))
to_chat(H, span_boldnotice("You activate the suit's sprint mode."))
holder.slowdown = initial(holder.slowdown) - sprint_speed
+4 -4
View File
@@ -384,7 +384,7 @@
QDEL_NULL(minihud)
else
minihud = new (M.hud_used, src)
to_chat(M, span_notice("<b>Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"].</b>"))
to_chat(M, span_boldnotice("Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"]."))
playsound(src, 'sound/machines/rig/rigstarted.ogg', 10, FALSE)
M.client?.screen -= booting_L
qdel(booting_L)
@@ -675,7 +675,7 @@
return
if(istype(M) && (M.back == src || M.belt == src))
M.visible_message(span_notice("<b>[M] struggles into \the [src].</b>"), span_notice("<b>You struggle into \the [src].</b>"))
M.visible_message(span_boldnotice("[M] struggles into \the [src]."), span_boldnotice("You struggle into \the [src]."))
wearer = M
wearer.wearing_rig = src
update_icon()
@@ -725,7 +725,7 @@
holder = use_obj.loc
if(istype(holder))
if(use_obj && check_slot == use_obj)
to_chat(H, span_notice("<b>Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.</b>"))
to_chat(H, span_boldnotice("Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly."))
playsound(src, 'sound/machines/rig/rigservo.ogg', 10, FALSE)
use_obj.canremove = TRUE
holder.drop_from_inventory(use_obj)
@@ -953,7 +953,7 @@
M.stop_pulling()
if(wearer.pinned.len)
to_chat(src, "<span class='notice'>Your host is pinned to a wall by [wearer.pinned[1]]</span>!")
to_chat(src, span_notice("Your host is pinned to a wall by [wearer.pinned[1]]!"))
return 0
// AIs are a bit slower than regular and ignore move intent.
@@ -223,11 +223,11 @@
if(!istype(module))
selected_module = null
to_chat(usr, span_blue("<b>Primary system is now: deselected.</b>"))
to_chat(usr, span_boldnotice("Primary system is now: deselected."))
return
selected_module = module
to_chat(usr, span_blue("<b>Primary system is now: [selected_module.interface_name].</b>"))
to_chat(usr, span_boldnotice("Primary system is now: [selected_module.interface_name]."))
/obj/item/rig/verb/toggle_module()
@@ -261,10 +261,10 @@
return
if(module.active)
to_chat(usr, span_blue("<b>You attempt to deactivate \the [module.interface_name].</b>"))
to_chat(usr, span_boldnotice("You attempt to deactivate \the [module.interface_name]."))
module.deactivate()
else
to_chat(usr, span_blue("<b>You attempt to activate \the [module.interface_name].</b>"))
to_chat(usr, span_boldnotice("You attempt to activate \the [module.interface_name]."))
module.activate()
/obj/item/rig/verb/engage_module()
@@ -298,5 +298,5 @@
if(!istype(module))
return
to_chat(usr, span_blue("<b>You attempt to engage the [module.interface_name].</b>"))
to_chat(usr, span_boldnotice("You attempt to engage the [module.interface_name]."))
module.engage()
@@ -27,7 +27,7 @@
/obj/item/clothing/head/helmet/space/void/merc/odst
name = "\improper ODST Helmet"
desc = "<i>\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"</i>"
desc = span_italics("\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"")
icon_state = "rig0-odst"
item_state = "rig0-odst"
item_state_slots = null
@@ -46,7 +46,7 @@
/obj/item/clothing/suit/space/void/merc/odst
name = "ODST Armor"
desc = "<i>\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"</i>"
desc = span_italics("\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"")
icon_state = "odst"
item_state = "odst"
item_state_slots = null