More merge conflict fixing that didn't happen before, plus fix rolling down khi jumpsuits, and change my own spacesuit

This commit is contained in:
Arokha Sieyes
2016-10-21 00:18:46 -04:00
parent 92833e335c
commit cfff650f29
13 changed files with 13 additions and 268 deletions
@@ -47,8 +47,4 @@
T.hotspot_expose(1000, 50, 1)
T.create_fire(fire_power)
<<<<<<< HEAD
adjust_instability(1)
=======
adjust_instability(1)
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -36,8 +36,4 @@
var/cold_factor = abs(protection - 1)
H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap)
<<<<<<< HEAD
adjust_instability(1)
=======
adjust_instability(1)
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -25,8 +25,4 @@
if(H)
H.adjustFireLoss(-heal_power / 5)
sleep(1 SECOND)
<<<<<<< HEAD
on_expire()
=======
on_expire()
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -28,8 +28,4 @@
continue
O.heal_damage(heal_power / 5, 0, internal = 1, robo_repair = 1)
sleep(1 SECOND)
<<<<<<< HEAD
on_expire()
=======
on_expire()
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -49,8 +49,4 @@
H.restore_blood() // Fix bloodloss
sleep(1 SECOND)
<<<<<<< HEAD
on_expire()
=======
on_expire()
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -28,8 +28,4 @@
continue
O.heal_damage(0, heal_power / 5, internal = 1, robo_repair = 1)
sleep(1 SECOND)
<<<<<<< HEAD
on_expire()
=======
on_expire()
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -5,10 +5,7 @@
strike up to four targets, including yourself if conditions allow it to occur."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/chain_lightning
<<<<<<< HEAD
=======
ability_icon_state = "tech_chain_lightning"
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/chain_lightning
@@ -32,21 +32,8 @@
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
if(check_for_scepter())
<<<<<<< HEAD
P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
adjust_instability(instability_per_shot)
return 1
// muzzle_type = /obj/effect/projectile/lightning/muzzle
// tracer_type = /obj/effect/projectile/lightning/tracer
// impact_type = /obj/effect/projectile/lightning/impact
=======
P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
adjust_instability(instability_per_shot)
return 1
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
@@ -1,11 +1,7 @@
/obj/item/device/electronic_assembly
name = "electronic assembly"
desc = "It's a case, for building electronics with."
<<<<<<< HEAD
w_class = ITEMSIZE_SMALL
=======
w_class = 2
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "setup_small"
var/max_components = 10
@@ -15,33 +11,21 @@
/obj/item/device/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
<<<<<<< HEAD
w_class = ITEMSIZE_NORMAL
=======
w_class = 3
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 20
max_complexity = 80
/obj/item/device/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
<<<<<<< HEAD
w_class = ITEMSIZE_LARGE
=======
w_class = 4
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 30
max_complexity = 120
/obj/item/device/electronic_assembly/drone
name = "electronic drone"
icon_state = "setup_drone"
<<<<<<< HEAD
w_class = ITEMSIZE_NORMAL
=======
w_class = 3
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 25
max_complexity = 100
@@ -121,8 +121,10 @@
New()
..()
new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
new /obj/item/clothing/suit/space/fluff/aronai(src)
//new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
//new /obj/item/clothing/suit/space/fluff/aronai(src)
new /obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai(src)
new /obj/item/clothing/suit/space/void/medical/emt/fluff/aronai(src)
new /obj/item/device/suit_cooling_unit(src)
new /obj/item/weapon/material/hatchet/tacknife/combatknife(src)
new /obj/item/weapon/card/id/centcom/fluff/aro(src)
@@ -599,7 +599,7 @@
action_button_name = "Toggle pom-pom"
// arokha : Aronai Kadigan
/obj/item/clothing/head/helmet/space/fluff/aronai
/obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai
name = "Aronai's Helmet"
desc = "This spacesuit helmet appears to be custom-made for someone with pointed ears and a muzzle. \
It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
@@ -622,7 +622,7 @@
else
return 1
/obj/item/clothing/suit/space/fluff/aronai
/obj/item/clothing/suit/space/void/medical/emt/fluff/aronai
name = "Aronai's Spacesuit"
desc = "This spacesuit appears to be custom-made for someone with digitigrade legs and a tail. \
It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
@@ -716,7 +716,7 @@
/obj/item/clothing/under/rank/khi
name = "Delete Me"
desc = "Why did you spawn this one? Dork."
rolled_down = 0
sensor_mode = 3
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "khi_uniform_i"
@@ -729,6 +729,7 @@
desc = "Kitsuhana Industrial Navy uniform. An extra-comfortable command one, at that. I guess if you DON'T want anarchy for some reason."
icon_state = "khi_uniform_cmd_i"
item_state = "khi_uniform_cmd"
worn_state = "khi_uniform_cmd"
armor = list(melee = 5, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
sec //Security version
@@ -736,6 +737,7 @@
desc = "Kitsuhana Industrial Navy uniform. This one has angry red security stripes. Keepin' the peace in style."
icon_state = "khi_uniform_sec_i"
item_state = "khi_uniform_sec"
worn_state = "khi_uniform_sec"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
med //Medical version
@@ -743,6 +745,7 @@
desc = "Kitsuhana Industrial Navy uniform. The medical version. Why not just get a new body, anyway?"
icon_state = "khi_uniform_med_i"
item_state = "khi_uniform_med"
worn_state = "khi_uniform_med"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 5)
eng //Engineering version
@@ -750,6 +753,7 @@
desc = "Kitsuhana Industrial Navy uniform. One fit for an engineer, by the looks of it. Building the future, one disaster at a time."
icon_state = "khi_uniform_eng_i"
item_state = "khi_uniform_eng"
worn_state = "khi_uniform_eng"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
sci //Science version
@@ -757,6 +761,7 @@
desc = "Kitsuhana Industrial Navy uniform. For performing science in, based on the color! Only SCIENCE can save us now."
icon_state = "khi_uniform_sci_i"
item_state = "khi_uniform_sci"
worn_state = "khi_uniform_sci"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 5, bio = 0, rad = 5)
fluff/aro //Aro fluff version
@@ -764,4 +769,5 @@
desc = "Kitsuhana Industrial Navy uniform. This one has the colors of a resleeving or mnemonics engineer. It has 'Aronai' written inside the top."
icon_state = "khi_uniform_aro_i"
item_state = "khi_uniform_aro"
worn_state = "khi_uniform_aro"
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
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@@ -1,4 +1,3 @@
<<<<<<< HEAD
/* Station-Collision(sc) away mission map specific stuff
*
* Notes:
@@ -203,210 +202,4 @@ var/sc_safecode5 = "[rand(0,9)]"
return
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
=======
/* Station-Collision(sc) away mission map specific stuff
*
* Notes:
* Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
*
* Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
* for anyone who wants to make their own stuff.
*
* Contains:
* Areas
* Landmarks
* Guns
* Safe code hints
* Captain's safe
* Modified Nar-Sie
*/
/*
* Areas
*/
//Gateroom gets its own APC specifically for the gate
/area/awaymission/gateroom
//Library, medbay, storage room
/area/awaymission/southblock
//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
/area/awaymission/arrivalblock
//Crew quarters, cafeteria, chapel
/area/awaymission/midblock
//engineering, bridge (not really north but it doesnt really need its own APC)
/area/awaymission/northblock
//That massive research room
/area/awaymission/research
//Syndicate shuttle
/area/awaymission/syndishuttle
/*
* Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
*/
/obj/effect/landmark/sc_bible_spawner
name = "Safecode hint spawner"
/obj/effect/landmark/sc_bible_spawner/New()
var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
B.name = "The Holy book of the Geometer"
B.deity_name = "Narsie"
B.icon_state = "melted"
B.item_state = "melted"
new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
new /obj/item/weapon/pen(B)
del(src)
/*
* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
*/
//Captain's retro laser - Fires practice laser shots instead.
obj/item/weapon/gun/energy/laser/retro/sc_retro
name ="retro laser"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by NanoTrasen's security or military forces."
projectile_type = "/obj/item/projectile/practice"
clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
//Syndicate silenced pistol. This definition is not necessary, it's just habit.
/obj/item/weapon/gun/projectile/silenced/sc_silenced
//Make it so that these guns only spawn with a couple bullets... if any
/obj/item/weapon/gun/projectile/silenced/sc_silenced/New()
for(var/ammo in loaded)
if(prob(95)) //95% chance
loaded -= ammo
//Syndicate sub-machine guns.
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
for(var/ammo in loaded)
if(prob(95)) //95% chance
loaded -= ammo
//Barman's shotgun
/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump
/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump/New()
for(var/ammo in loaded)
if(prob(95)) //95% chance
loaded -= ammo
//Lasers
/obj/item/weapon/gun/energy/laser/practice/sc_laser
name = "Old laser"
desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
clumsy_check = 0
/*
* Safe code hints
*/
//These vars hold the code itself, they'll be generated at round-start
var/sc_safecode1 = "[rand(0,9)]"
var/sc_safecode2 = "[rand(0,9)]"
var/sc_safecode3 = "[rand(0,9)]"
var/sc_safecode4 = "[rand(0,9)]"
var/sc_safecode5 = "[rand(0,9)]"
//Pieces of paper actually containing the hints
/obj/item/weapon/paper/sc_safehint_paper_prison
name = "smudged paper"
/obj/item/weapon/paper/sc_safehint_paper_prison/New()
info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[sc_safecode1]**[sc_safecode4]*'"
/obj/item/weapon/paper/sc_safehint_paper_hydro
name = "shredded paper"
/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[sc_safecode2]'"
/obj/item/weapon/paper/sc_safehint_paper_caf
name = "blood-soaked paper"
//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
/obj/item/weapon/paper/sc_safehint_paper_bible
name = "hidden paper"
/obj/item/weapon/paper/sc_safehint_paper_bible/New()
info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
However you can make out the last three digits:</i>'[sc_safecode3][sc_safecode4][sc_safecode5]'
"}
/obj/item/weapon/paper/sc_safehint_paper_shuttle
info = {"<b>Target:</b> Research-station Epsilon<br>
<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
<br>
Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.<br>
<br>
<u>As always, eliminate anyone who gets in the way.</u><br>
<br>
Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
"}
/*
* Captain's safe
*/
/obj/item/weapon/storage/secure/safe/sc_ssafe
name = "Captain's secure safe"
/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
..()
l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
l_set = 1
new /obj/item/weapon/gun/energy/mindflayer(src)
new /obj/item/device/soulstone(src)
new /obj/item/clothing/head/helmet/space/cult(src)
new /obj/item/clothing/suit/space/cult(src)
//new /obj/item/weapon/teleportation_scroll(src)
new /obj/item/weapon/ore/diamond(src)
/*
* Modified Nar-Sie
*/
/obj/machinery/singularity/narsie/sc_Narsie
desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
move_self = 0 //Contianed narsie does not move!
grav_pull = 0 //Contained narsie does not pull stuff in!
//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
return
/obj/machinery/singularity/narsie/sc_Narsie/process()
eat()
if(prob(25))
mezzer()
/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))
var/mob/living/L = A
L.gib()
else if(istype(A,/obj/))
var/obj/O = A
O.ex_act(1.0)
if(O) del(O)
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
T.ChangeTurf(/turf/space)
return
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
>>>>>>> 67330d1df626506b796a218c7c261e868060db9c
return