mirror of
https://github.com/yogstation13/Yogstation.git
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* Add files via upload * changed sigtech, tourist, and clerk icons added more detail to sigtech icon new tourist and clerk icons * Some more icon changes I uploaded the wrong file * applied grimm-hollowknight requested changes Adds new signal technician and paramedic hud icons and reverts clerk's back, all requested by grimm-hollowknight * ah, so thats why you reverted that change im dumb * why cant i merge upstream why github * Adds brig physicians Adds brig physicians as a new job. There are a lot of changes, but in short: - Added the job and many required things for it to work - Edited maps to add lockers, landmarks, and update the brig medbay - Added new clothing, PDAs, IDs, ect. * Fixed some stuff - Fixed some stuff I forget to change on some maps - Added new landmark icons * Removed Brig Physician's ability to be an antag Removed Brig Physician's ability to be antag and gave them a mindshield * Many requested changes - Removed the flash from the Brig Physician's starting equipment - Removed security access for non-skeleton crew and weapon access from the Brig Physician - Added skillcapes - Updated the Infirmary in eclipse and omega - Added a wall mounted flash on box - Added an anesthetic tank and medical mask to the Brig Physician's locker - Added icons for potential future support for the changes in #11744 * Another bunch of changes - Fixed a bunch of typos and minor mistakes (thanks TheGamerdk for pointing most of them out) - Added support for #11744 now that its merged - Fixed a merge conflict * Might fix one of the merge conflicts ahhhhhhhhhhhhhhh I had to redo ALL of the map changes, so that was fun * Should finally bring this back to a functional state Should fix some of the checks failing cause the Kilo file was messed up - Re-did the changes to Kilo - Fixed something I left in while testing stuff * Thought I fixed this - Fixes the Brig Physician's skill capes using the wrong job * Should fix wejengin2's issues with the maps Should fix most of wejengin2's issues with the map changes. - Changes all the emergency wall meds to normal wall meds - Might have fixed the APCs, but I don't know if I did it right - MapMerged Kilo - In Omega, I fixed the decals, added firelocks, and added vents/scrubbers in the brig infirmary - In Box, I re-added some of the missing items - In Delta, rearranged the lights and replaced them with tubes - In Meta, I moved the morgue tray into the unused space, moved the blood freezer into the office, and added a shelf in the infirmary * Bows, bamboo, and bones Ports the stuff * Before i get yelled at * ack * Some sprites I forgot to save * Syndicate bow * Map changes * Other bee ports This might be a bit too much to add * Fixes invisible bows in Fastdmm2 and a build error * oops * Some tweeks/fixes * More stuff Added more footwraps, ported tribal skirts, and fixed hardlight bows * merg * oops * aaa * Gramger Thanks Anvilman Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com> * Revert "Merge branch 'yogstation13-master' into tribal-crafting-port" This reverts commitb0396f5085, reversing changes made to3085d93160. * Revert "Merge branch 'tribal-crafting-port' of https://github.com/nmajask/Yogstation-But-Worse into tribal-crafting-port" This reverts commit32967243c7, reversing changes made tob0396f5085. * Fix * More fix * removes some stuff for now * fixed dart guns * Embed stuff pain * Update code/game/objects/items/stacks/sheets/sheet_types.dm Co-authored-by: Theos <theubernyan@gmail.com> * ADMIN LOG: A * fixes * pain * less debug * Readd the changes * balance * hardlight bow stuff * bamboo * starting recipes and stuff * More clothes Ports some stuff * Adds the clothing to the map * balance * Slug fix * MELEE! * Crossbows * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Update code/modules/projectiles/projectile/reusable/arrow.dm Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Hardlight bow arrow embedding * Ashwalker nest tweaks * Balance Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> * Bow fixes and minor balance changes * Im dum * fix * Update code/modules/projectiles/boxes_magazines/_box_magazine.dm * reorganized crafting menu aaaaaa * huh * fex * removed broken code Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com> Co-authored-by: Theos <theubernyan@gmail.com> Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
199 lines
7.6 KiB
Plaintext
199 lines
7.6 KiB
Plaintext
/obj/item/ammo_casing/caseless/arrow
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name = "arrow"
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desc = "An arrow, typically fired from a bow."
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projectile_type = /obj/item/projectile/bullet/reusable/arrow
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caliber = "arrow"
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icon_state = "arrow"
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force = 5
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throwforce = 5 //good luck hitting someone with the pointy end of the arrow
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throw_speed = 3
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sharpness = SHARP_POINTY
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embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/wood
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name = "wooden arrow"
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desc = "An arrow made of wood, typically fired from a bow."
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/wood
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/obj/item/ammo_casing/caseless/arrow/ash
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name = "ashen arrow"
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desc = "An arrow made from wood, hardened by fire"
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icon_state = "ashenarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/ash
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embedding = list("embed_chance" = 30, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/bone_tipped
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name = "bone tipped arrow"
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desc = "An arrow made of bone, wood, and sinew. The tip is sharp enough to pierce goliath hide."
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icon_state = "bonetippedarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone_tipped
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embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/bone
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name = "bone arrow"
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desc = "A flimsy arrow made of bone. Not strong or durable, but is easy to make."
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icon_state = "bonearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone
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embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/chitin
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name = "chitin tipped arrow"
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desc = "A sharp arrow made of the guts of lavaland monsters. The tip is sharp and jagged, making it easier to get stuck into your target."
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icon_state = "chitinarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/chitin
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embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/bamboo
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name = "bamboo arrow"
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desc = "A flimsy arrow made of bamboo. Not strong or durable, but is easy to make."
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icon_state = "bambooarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bamboo
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embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/bronze
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name = "bronze arrow"
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desc = "An arrow made from wood. tipped with bronze."
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icon_state = "bronzearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bronze
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embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
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/obj/item/ammo_casing/caseless/arrow/glass
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name = "glass arrow"
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desc = "An arrow made from a metal rod, wrapped in wires, and tipped with glass."
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icon_state = "glassarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/glass
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variance = 10
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/obj/item/ammo_casing/caseless/arrow/glass/plasma
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name = "plasma glass arrow"
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desc = "An arrow made from a metal rod, wrapped in wires, and tipped with plasma glass."
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icon_state = "plasmaglassarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/glass/plasma
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variance = 10
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/obj/item/ammo_casing/caseless/arrow/bola
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name = "bola arrow"
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desc = "An arrow made from wood. a bola is wrapped around it."
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bola
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/obj/item/ammo_casing/caseless/arrow/bola/Initialize()
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..()
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var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
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if(istype(A))
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icon = A.icon
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icon_state = A.icon_state
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var/obj/item/projectile/bullet/reusable/arrow/AA = A.BB
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var/obj/item/projectile/bullet/reusable/arrow/BBB = BB
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if(istype(AA) && istype(BBB))
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BBB.damage = AA.damage * 0.5
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BBB.armour_penetration = AA.armour_penetration * 0.5
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BBB.embed_chance = AA.embed_chance * 0.5
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BBB.ammo_type = AA.ammo_type
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var/obj/item/restraints/legcuffs/bola/bola = locate(/obj/item/restraints/legcuffs/bola) in contents
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var/obj/item/projectile/bullet/reusable/arrow/bola/bola_arrow = BB
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if(!istype(bola))
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bola = new(src)
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if(istype(bola) && istype(bola_arrow))
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bola_arrow.bola = bola
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add_overlay(mutable_appearance(icon, "arrow_bola"), TRUE)
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/*
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/obj/item/ammo_casing/caseless/arrow/explosive
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name = "explosive arrow"
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desc = "An arrow made from wood. an explosive is attached to it."
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/explosive
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/obj/item/ammo_casing/caseless/arrow/explosive/Initialize()
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..()
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var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
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if(istype(A))
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icon = A.icon
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icon_state = A.icon_state
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var/obj/item/projectile/bullet/reusable/AA = A.BB
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var/obj/item/projectile/bullet/reusable/BBB = BB
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if(istype(AA) && istype(BBB))
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BBB.damage = AA.damage * 0.5
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BBB.armour_penetration = AA.armour_penetration * 0.5
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BBB.ammo_type = AA.ammo_type
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var/obj/item/grenade/explosive = locate(/obj/item/grenade) in contents
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var/obj/item/projectile/bullet/reusable/arrow/explosive/explosive_arrow = BB
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if(!istype(explosive))
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explosive = new /obj/item/grenade/plastic/c4(src)
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if(istype(explosive) && istype(explosive_arrow))
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explosive_arrow.explosive = explosive
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add_overlay(mutable_appearance(icon, "arrow_explosive"), TRUE)
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*/
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/obj/item/ammo_casing/caseless/arrow/flaming
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name = "flaming arrow"
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desc = "An arrow made from wood. lit on fire."
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/flaming
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/obj/item/ammo_casing/caseless/arrow/flaming/Initialize()
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..()
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var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
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if(istype(A))
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icon = A.icon
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icon_state = A.icon_state
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var/obj/item/projectile/bullet/reusable/arrow/AA = A.BB
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var/obj/item/projectile/bullet/reusable/arrow/BBB = BB
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if(istype(AA) && istype(BBB))
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BBB.damage = AA.damage * 0.5
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BBB.armour_penetration = AA.armour_penetration * 0.5
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BBB.embed_chance = AA.embed_chance * 0.5
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BBB.ammo_type = AA.ammo_type
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add_overlay(mutable_appearance(icon, "arrow_fire"), TRUE)
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// Energy Arrows //
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/obj/item/ammo_casing/caseless/arrow/energy
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name = "energy bolt"
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desc = "An arrow made from hardlight."
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icon_state = "arrow_energy"
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item_flags = DROPDEL
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embedding = list("embedded_pain_chance" = 0, "embedded_pain_multiplier" = 0, "embedded_unsafe_removal_pain_multiplier" = 0, "embedded_pain_chance" = 0, "embedded_fall_chance" = 0)
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projectile_type = /obj/item/projectile/energy/arrow
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var/overlay_state = "redlight"
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var/ticks = 0
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var/tick_max = 10
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var/tick_damage = 1
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var/tick_damage_type = FIRE
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var/tick_sound = 'sound/effects/sparks4.ogg'
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/obj/item/ammo_casing/caseless/arrow/energy/on_embed_removal(mob/living/carbon/human/embedde)
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qdel(src)
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/obj/item/ammo_casing/caseless/arrow/energy/embed_tick(mob/living/carbon/human/embedde, obj/item/bodypart/part)
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if(ticks >= tick_max)
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embedde.remove_embedded_object(src, , TRUE, TRUE)
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return
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ticks++
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playsound(embedde, tick_sound , 10, 0)
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embedde.apply_damage(tick_damage, BB.damage_type, part.body_zone)
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/obj/item/ammo_casing/caseless/arrow/energy/disabler
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name = "disabler bolt"
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desc = "An arrow made from hardlight. This one stuns the victim in a non-lethal way."
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icon_state = "arrow_disable"
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overlay_state = "disable"
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projectile_type = /obj/item/projectile/energy/arrow/disabler
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harmful = FALSE
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tick_damage_type = STAMINA
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/obj/item/ammo_casing/caseless/arrow/energy/xray
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name = "X-ray bolt"
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desc = "An arrow made from hardlight. This one can pass through obstructions."
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icon_state = "arrow_xray"
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overlay_state = "xray"
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projectile_type = /obj/item/projectile/energy/arrow/xray
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tick_damage_type = TOX
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/obj/item/ammo_casing/caseless/arrow/energy/clockbolt
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name = "redlight bolt"
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desc = "An arrow made from a strange energy."
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projectile_type = /obj/item/projectile/energy/arrow/clockbolt
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