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
+1 -1
View File
@@ -27,7 +27,7 @@ var/list/dreams = list(
spawn(0)
for(var/i = rand(1,4),i > 0, i--)
to_chat(src, span_blue("<i>... [pick(dreams)] ...</i>"))
to_chat(src, span_infoplain(span_blue(span_italics("... [pick(dreams)] ..."))))
sleep(rand(40,70))
if(paralysis <= 0)
dreaming = 0
+5 -5
View File
@@ -244,8 +244,8 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/effect/fake_attacker/attackby(var/obj/item/P as obj, mob/user as mob)
step_away(src,my_target,2)
for(var/mob/M in oviewers(world.view,my_target))
to_chat(M, span_red("<B>[my_target] flails around wildly.</B>"))
my_target.show_message(span_red("<B>[src] has been attacked by [my_target] </B>"), 1) //Lazy.
to_chat(M, span_bolddanger("[my_target] flails around wildly."))
my_target.show_message(span_bolddanger("[src] has been attacked by [my_target] "), 1) //Lazy.
src.health -= P.force
@@ -257,7 +257,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
step_away(src,my_target,2)
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
to_chat(O, span_red("<B>[my_target] stumbles around.</B>"))
to_chat(O, span_bolddanger("[my_target] stumbles around."))
/obj/effect/fake_attacker/New()
..()
@@ -304,7 +304,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(prob(15))
if(weapon_name)
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
my_target.show_message(span_red("<B>[my_target] has been attacked with [weapon_name] by [src.name]!</B>"), 1)
my_target.show_message(span_bolddanger("[my_target] has been attacked with [weapon_name] by [src.name]!"), 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
@@ -312,7 +312,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
fake_blood(my_target)
else
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
my_target.show_message(span_red("<B>[src.name] has punched [my_target]!</B>"), 1)
my_target.show_message(span_bolddanger("[src.name] has punched [my_target]!"), 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
+1 -1
View File
@@ -18,7 +18,7 @@
//if(2,4,6,15) newletter="[uppertext(newletter)]"
if(2,4,6,9) newletter="[uppertext(newletter)]"
if(7) newletter+="'"
//if(9,10) newletter="<b>[newletter]</b>"
//if(9,10) newletter=span_bold("[newletter]")
//if(11,12) newletter="<big>[newletter]</big>"
//if(13) newletter="<small>[newletter]</small>"
newphrase+="[newletter]";counter-=1