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84dc5535dc
* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
320 lines
8.7 KiB
Plaintext
320 lines
8.7 KiB
Plaintext
/area/submap/spa
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name = "\improper Space Spa"
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requires_power = 0
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dynamic_lighting = 0
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/area/submap/casino_event
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name = "\improper Space Casino"
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requires_power = 0
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dynamic_lighting = 0
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/datum/map_template/admin_use/casino
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name = "Lucky 7 Casino"
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desc = "A casino to gamble your life away."
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mappath = "maps/submaps/admin_use_vr/lucky_7.dmm"
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// NEVER EVER use these on an actual included map.
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// These are for admins to use when they make quick maps and upload the .dmm files for loading
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// during a round. They're just generic areas so they can use them and have them exist without
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// using real map areas.
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/area/submap/admin_upload
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name = "\improper Unknown Area AU" //Nobody will know what this means if they see it, anyway.
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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base_turf = /turf/simulated/mineral/floor/cave
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/area/submap/admin_upload/pow
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name = "\improper Unknown Area AU+P"
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requires_power = 0
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/area/submap/admin_upload/lit
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name = "\improper Unknown Area AU+L"
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requires_power = 1
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dynamic_lighting = 0
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/powlit
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name = "\improper Unknown Area AU+PL"
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requires_power = 0
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dynamic_lighting = 0
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/area/submap/admin_upload/AU2
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name = "\improper Unknown Area A"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU2/req_no_power
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requires_power = 0
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/area/submap/admin_upload/AU3
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name = "\improper Unknown Area B"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU4
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name = "\improper Unknown Area C"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU5
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name = "\improper Unknown Area D"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU6
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name = "\improper Unknown Area E"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU7
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name = "\improper Unknown Area F"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU8
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name = "\improper Unknown Area G"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU9
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name = "\improper Unknown Area H"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU10
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name = "\improper Unknown Area I"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU11
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name = "\improper Unknown Area J"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU12
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name = "\improper Unknown Area K"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU13
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name = "\improper Unknown Area L"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU14
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name = "\improper Unknown Area M"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU15
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name = "\improper Unknown Area N"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/AU16
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name = "\improper Unknown Area O"
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requires_power = 1
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dynamic_lighting = 1
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/lo
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name = "\improper Unknown Area AA"
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requires_power = 1
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dynamic_lighting = 1
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lightswitch = 0
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power_equip = FALSE
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power_environ = FALSE
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power_light = FALSE
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/area/submap/admin_upload/lo/one
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name = "\improper Unknown Area AB"
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/area/submap/admin_upload/lo/two
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name = "\improper Unknown Area AC"
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/area/submap/admin_upload/lo/three
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name = "\improper Unknown Area AD"
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/area/submap/admin_upload/lo/four
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name = "\improper Unknown Area AE"
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/area/submap/admin_upload/lo/pow
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name = "\improper Unknown Area AF"
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requires_power = 0
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/area/submap/admin_upload/lo/pow/one
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name = "\improper Unknown Area AG"
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/area/submap/admin_upload/lo/pow/two
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name = "\improper Unknown Area AH"
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/area/submap/admin_upload/lo/pow/three
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name = "\improper Unknown Area AI"
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/area/submap/admin_upload/lo/pow/four
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name = "\improper Unknown Area AJ"
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// Adminbuse things for overmap sectors
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// This is a stationary overmap sector, you can spawn it in any zlevel and it will pop onto the overmap to represent those zlevels. It always moves to 2,2 on the overmap and you can move it elsewhere.
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/obj/effect/overmap/visitable/admin_use
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name = "REPLACE ME"
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desc = "Some space destination!"
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scanner_desc = @{"[i]Registration[/i]: REPLACE ME
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[i]Class[/i]: REPLACE ME
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[i]Transponder[/i]: REPLACE ME
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[b]Notice[/b]: REPLACE ME"} //Uses the paper/book syntax
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start_x = 2
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start_y = 2
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known = FALSE
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// It notifies admins when you spawn it and gives you a 'JMP' and 'VV' link in the message so you can find it easily.
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/obj/effect/overmap/visitable/admin_use/Initialize(mapload)
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. = ..()
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message_admins("An uploaded sector [ADMIN_JMP(src)][ADMIN_VV(src)] has been placed on the overmap. Don't forget to rename and set cool scanner info on it!")
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/obj/effect/overmap/visitable/admin_use/dark
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "dark"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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/obj/effect/overmap/visitable/admin_use/dark_star
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "dark_star"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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/obj/effect/overmap/visitable/admin_use/seven
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "seven"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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/obj/effect/overmap/visitable/admin_use/bluespace_shimmer
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name = "Bluespace Shimmer"
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "shimmer_b"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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/obj/effect/overmap/visitable/admin_use/redspace_shimmer
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name = "Redspace Shimmer"
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "shimmer_r"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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// This is the same, but makes a whole spaceship!
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/obj/effect/overmap/visitable/ship/admin_use
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name = "REPLACE ME"
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desc = "Spacefaring vessel."
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scanner_desc = @{"[i]Registration[/i]: REPLACE ME
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[i]Class[/i]: REPLACE ME
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[i]Transponder[/i]: REPLACE ME
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[b]Notice[/b]: REPLACE ME"}
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vessel_mass = 8000
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vessel_size = SHIP_SIZE_LARGE //Mostly so it's obviously visible on the map.
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fore_dir = NORTH //You may need to edit this ingame if you want your ship to fly correctly!
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start_x = 2
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start_y = 2
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known = FALSE
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/obj/effect/overmap/visitable/ship/admin_use/rascal_pass
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name = "Rascal Pass-Central Shuttle";
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scanner_desc = @"[i]Registration[/i]: NTS Blueline[i]Class[/i]: Transport shuttle[i]Transponder[/i]: INACTIVE[b]Notice[/b]: High amounts of space carp detected near the shuttle."
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// Similarly notifies you
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/obj/effect/overmap/visitable/ship/admin_use/Initialize(mapload)
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. = ..()
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message_admins("An uploaded ship [ADMIN_JMP(src)][ADMIN_VV(src)] has been placed on the overmap. Don't forget to rename and set cool scanner info on it!")
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/obj/effect/overmap/visitable/ship/admin_use/space_dog
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "space_dog"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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/obj/effect/overmap/visitable/ship/admin_use/space_dog/Crossed(var/obj/effect/overmap/visitable/ship/enterer)
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. = ..()
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if(istype(enterer))
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for(var/mob/potential_mob as anything in GLOB.player_list)
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if(potential_mob.z in enterer.map_z)
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SEND_SOUND(potential_mob, 'sound/ambience/boy.ogg')
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/obj/effect/overmap/visitable/ship/admin_use/space_whale
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skybox_icon = 'icons/skybox/anomaly.dmi'
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skybox_icon_state = "space_whale"
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skybox_pixel_x = 0
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skybox_pixel_y = 0
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// These landmarks, placed in any map that is being represented by an overmap sector, will add themselves to landable destinations in that map!
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// Note the names, pick whichever makes the most sense for your map. No need to use them in any particular order or use any/all of them.
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/obj/effect/shuttle_landmark/automatic/admin_use1
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name = "Landing Zone"
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landmark_tag = "adminuse_lz_alpha"
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/obj/effect/shuttle_landmark/automatic/admin_use2
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name = "Parking Area"
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landmark_tag = "adminuse_lz_beta"
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/obj/effect/shuttle_landmark/automatic/admin_use3
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name = "Docking Node"
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landmark_tag = "adminuse_lz_gamma"
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