Merge branch 'color_replace_2_electric_boogaloo' into Bleeding-Edge

Conflicts:
	code/ATMOSPHERICS/pipe/pipe_dispenser.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/embedded_controller/embedded_controller_base.dm
	code/modules/mining/money_bag.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/rdconsole.dm
	code/modules/research/xenoarchaeology/machinery/analysis_base.dm
	code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm
	code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
This commit is contained in:
D3athrow
2015-04-12 16:40:59 -05:00
parent 9f2e2bb4e3
commit 01d2471fc9
534 changed files with 3273 additions and 3268 deletions

View File

@@ -368,7 +368,7 @@ var/global/list/nlist = list( \
for(var/obj/machinery/atmospherics/M in src.loc)
if(M.initialize_directions & pipe_dir) // matches at least one direction on either type of pipe
user << "\red There is already a pipe at that location."
user << "<span class='warning'>There is already a pipe at that location.</span>"
return 1
// no conflicts found
@@ -456,7 +456,7 @@ var/global/list/nlist = list( \
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message( \
"[user] fastens \the [src].", \
"\blue You have fastened \the [src].", \
"<span class='notice'>You have fastened \the [src].</span>", \
"You hear a ratchet.")
returnToPool(src) // remove the pipe item
return 0
@@ -483,11 +483,11 @@ var/global/list/nlist = list( \
if (!istype(W, /obj/item/weapon/wrench))
return ..()
if(!locate(/obj/machinery/atmospherics/pipe, src.loc))
user << "\red You need to fasten it to a pipe"
user << "<span class='warning'>You need to fasten it to a pipe</span>"
return 1
new/obj/machinery/meter( src.loc )
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You have fastened the meter to the pipe"
user << "<span class='notice'>You have fastened the meter to the pipe</span>"
del(src)
@@ -506,5 +506,5 @@ var/global/list/nlist = list( \
return ..()
new/obj/machinery/air_sensor( src.loc )
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You have fastened the gas sensor"
user << "<span class='notice'>You have fastened the gas sensor</span>"
del(src)

View File

@@ -125,7 +125,7 @@
/obj/machinery/pipedispenser/attackby(var/obj/item/W as obj, var/mob/user as mob)
src.add_fingerprint(usr)
if (istype(W, /obj/item/pipe) || istype(W, /obj/item/pipe_meter) || istype(W, /obj/item/pipe_gsensor))
usr << "\blue You put [W] back to [src]."
usr << "<span class='notice'>You put [W] back to [src].</span>"
user.drop_item(W, src)
if(istype(W, /obj/item/pipe))
returnToPool(W)

View File

@@ -48,7 +48,7 @@ obj/item/weapon/tank
adjust_mixture(temperature as num, target_toxin_pressure as num, target_oxygen_pressure as num)
set src in world
if(!air_contents)
usr << "\red ERROR: no gas_mixture associated with this tank"
usr << "<span class='warning'>ERROR: no gas_mixture associated with this tank</span>"
return null
air_contents.temperature = temperature
@@ -74,7 +74,7 @@ turf/simulated/floor
else
usr << "Space Borders: None"
else
usr << "\blue [x],[y] has no parent air group."
usr << "<span class='notice'>[x],[y] has no parent air group.</span>"
verb
create_wall()
@@ -329,7 +329,7 @@ obj/machinery/atmospherics
set src in world
set category = "Minor"
world << "\blue [x],[y]"
world << "<span class='notice'>[x],[y]</span>"
world << "network 1: [network_node1.normal_members.len], [network_node1.line_members.len]"
for(var/obj/O in network_node1.normal_members)
world << "member: [O.x], [O.y]"
@@ -406,7 +406,7 @@ turf/simulated
set src in world
set category = "Minor"
var/datum/gas_mixture/GM = return_air()
usr << "\blue @[x],[y] ([GM.group_multiplier]): O:[GM.oxygen] T:[GM.toxins] N:[GM.nitrogen] C:[GM.carbon_dioxide] w [GM.temperature] Kelvin, [GM.return_pressure()] kPa [(active_hotspot)?("\red BURNING"):(null)]"
usr << "<span class='notice'>@[x],[y] ([GM.group_multiplier]): O:[GM.oxygen] T:[GM.toxins] N:[GM.nitrogen] C:[GM.carbon_dioxide] w [GM.temperature] Kelvin, [GM.return_pressure()] kPa [(active_hotspot)?("<span class='warning'>BURNING</span>"):(null)]</span>"
for(var/datum/gas/trace_gas in GM.trace_gases)
usr << "[trace_gas.type]: [trace_gas.moles]"
@@ -515,7 +515,7 @@ mob
fire_report()
set category = "Debug"
usr << "\b \red Fire Report"
usr << "<B><span class='warning'>Fire Report</span></B>"
for(var/obj/effect/hotspot/flame in world)
usr << "[flame.x],[flame.y]: [flame.temperature]K, [flame.volume] L - [flame.loc:air:temperature]"

View File

@@ -146,7 +146,7 @@ datum
setup()
set background = 1
world << "\red \b Processing Geometry..."
world << "<span class='warning'><B>Processing Geometry...</span></B>"
sleep(1)
var/start_time = world.timeofday
@@ -156,7 +156,7 @@ datum
assemble_group_turf(S)
S.update_air_properties()
world << "\red \b Geometry processed in [(world.timeofday-start_time)/10] seconds!"
world << "<span class='warning'><B>Geometry processed in [(world.timeofday-start_time)/10] seconds!</span></B>"
assemble_group_turf(turf/simulated/base)

View File

@@ -6,7 +6,7 @@ var/minZ = 2
// Note that this assumes the ship's top is at z=1 and bottom at z=4
/obj/item/weapon/tank/jetpack/proc/move_z(cardinal, mob/user as mob)
if (user.z > 1)
user << "\red There is nothing of interest in that direction."
user << "<span class='warning'>There is nothing of interest in that direction.</span>"
return
if(allow_thrust(0.01, user))
switch(cardinal)
@@ -21,14 +21,14 @@ var/minZ = 2
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
user << "<span class='warning'>You bump into [T.name].</span>"
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
user << "<span class='warning'>You bump into the ship's plating.</span>"
else
user << "\red The ship's gravity well keeps you in orbit!" // Assuming the ship starts on z level 1, you don't want to go past it
user << "<span class='warning'>The ship's gravity well keeps you in orbit!</span>" // Assuming the ship starts on z level 1, you don't want to go past it
if (DOWN) // Going down!
if (user.z < 1) // If we aren't at the very bottom of the ship, or out in space
@@ -39,11 +39,11 @@ var/minZ = 2
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
user << "<span class='warning'>You bump into [T.name].</span>"
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
user << "<span class='warning'>You bump into the ship's plating.</span>"
else
user << "\red The ship's gravity well keeps you in orbit!"
user << "<span class='warning'>The ship's gravity well keeps you in orbit!</span>"

View File

@@ -68,7 +68,7 @@
if(!target || !istype(target.loc, /turf))
del src
var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
M.visible_message("\blue \The [M] climbs [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You climb [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
M.visible_message("<span class='notice'>\The [M] climbs [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You climb [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.</span>")
M.Move(target.loc)
@@ -116,7 +116,7 @@
del src
if(M.z == z && get_dist(src,M) <= 1)
var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
M.visible_message("\blue \The [M] scurries [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You scramble [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and a hatch sealing.")
M.visible_message("<span class='notice'>\The [M] scurries [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You scramble [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and a hatch sealing.</span>")
M.Move(target.loc)
flick(top_icon_state_close,top_hatch)
bottom_hatch.overlays -= green_overlay

View File

@@ -30,12 +30,12 @@
if(istype(I, /obj/item/weapon/hatchet) && !stump)
if(indestructable)
//this bush marks the edge of the map, you can't destroy it
user << "\red You flail away at the undergrowth, but it's too thick here."
user << "<span class='warning'>You flail away at the undergrowth, but it's too thick here.</span>"
else
user.visible_message("\red <b>[user] begins clearing away [src].</b>","\red <b>You begin clearing away [src].</b>")
user.visible_message("<span class='danger'><b>[user] begins clearing away [src].</b>","<span class='warning'>You begin clearing away [src].</span></span>")
spawn(rand(15,30))
if(get_dist(user,src) < 2)
user << "\blue You clear away [src]."
user << "<span class='notice'>You clear away [src].</span>"
var/obj/item/stack/sheet/wood/W = new(src.loc)
W.amount = rand(3,15)
if(prob(50))
@@ -102,7 +102,7 @@ var/jungle_plants_init = 0
/obj/structure/jungle_plant/attack_hand(var/mob/user as mob)
if(fruits_left > 0)
fruits_left--
user << "\blue You pick a fruit off [src]."
user << "<span class='notice'>You pick a fruit off [src].</span>"
var/obj/item/weapon/reagent_containers/food/snacks/grown/jungle_fruit/J = new (src.loc)
J.potency = plant_strength
@@ -116,4 +116,4 @@ var/jungle_plants_init = 0
fruit_overlay.Blend(rgb(fruit_r, fruit_g, fruit_b), ICON_ADD)
overlays += fruit_overlay
else
user << "\red There are no fruit left on [src]."
user << "<span class='warning'>There are no fruit left on [src].</span>"

View File

@@ -142,13 +142,13 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
//have a max of 1000 moles suspended
if(held_plasma.toxins < transfer_ratio * 1000)
var/moles_covered = environment.return_pressure()*volume_covered/(environment.temperature * R_IDEAL_GAS_EQUATION)
//world << "\blue moles_covered: [moles_covered]"
//world << "<span class='notice'>moles_covered: [moles_covered]</span>"
//
var/datum/gas_mixture/gas_covered = environment.remove(moles_covered)
var/datum/gas_mixture/plasma_captured = new /datum/gas_mixture()
//
plasma_captured.toxins = round(gas_covered.toxins * transfer_ratio)
//world << "\blue[plasma_captured.toxins] moles of plasma captured"
//world << "<span class='warning'>[plasma_captured.toxins] moles of plasma captured</span>"
plasma_captured.temperature = gas_covered.temperature
plasma_captured.update_values()
//
@@ -327,7 +327,7 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
//pick one of the unprocessed reacting reagents randomly
var/cur_primary_reactant = pick(primary_reactant_pool)
primary_reactant_pool.Remove(cur_primary_reactant)
//world << "\blue primary reactant chosen: [cur_primary_reactant]"
//world << "<span class='notice'>primary reactant chosen: [cur_primary_reactant]</span>"
//grab all the possible reactants to have a reaction with
var/list/possible_secondary_reactants = reactants_reacting_pool.Copy()
@@ -343,12 +343,12 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
continue
var/datum/fusion_reaction/cur_reaction = get_fusion_reaction(cur_primary_reactant, cur_secondary_reactant)
if(cur_reaction)
//world << "\blue secondary reactant: [cur_secondary_reactant], [reaction_products.len]"
//world << "<span class='notice'>secondary reactant: [cur_secondary_reactant], [reaction_products.len]</span>"
possible_reactions.Add(cur_reaction)
//if there are no possible reactions here, abandon this primary reactant and move on
if(!possible_reactions.len)
//world << "\blue no reactions"
//world << "<span class='notice'>no reactions</span>"
continue
//split up the reacting atoms between the possible reactions

View File

@@ -96,7 +96,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
return
/obj/machinery/power/rust_core/attackby(obj/item/W, mob/user)
@@ -106,7 +106,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
user << "<span class='warning'>The lock seems to be broken</span>"
return
if(src.allowed(user))
if(owned_field)
@@ -114,9 +114,9 @@ max volume of plasma storeable by the field = the total volume of a number of ti
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is online"
user << "<span class='warning'>The controls can only be locked when the [src] is online</span>"
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
return
/obj/machinery/power/rust_core/attack_ai(mob/user)

View File

@@ -15,12 +15,12 @@
/obj/machinery/rust_fuel_assembly_port/attackby(var/obj/item/I, var/mob/user)
if(istype(I,/obj/item/weapon/fuel_assembly) && !opened)
if(cur_assembly)
user << "\red There is already a fuel rod assembly in there!"
user << "<span class='warning'>There is already a fuel rod assembly in there!</span>"
else
cur_assembly = I
user.drop_item(I, src)
icon_state = "port1"
user << "\blue You insert [I] into [src]. Touch the panel again to insert [I] into the injector."
user << "<span class='notice'>You insert [I] into [src]. Touch the panel again to insert [I] into the injector.</span>"
/obj/machinery/rust_fuel_assembly_port/attack_hand(mob/user)
add_fingerprint(user)
@@ -29,16 +29,16 @@
if(cur_assembly)
if(try_insert_assembly())
user << "\blue \icon[src] [src] inserts it's fuel rod assembly into an injector."
user << "<span class='notice'>\icon[src] [src] inserts it's fuel rod assembly into an injector.</span>"
else
if(eject_assembly())
user << "\red \icon[src] [src] ejects it's fuel assembly. Check the fuel injector status."
user << "<span class='warning'>\icon[src] [src] ejects it's fuel assembly. Check the fuel injector status.</span>"
else if(try_draw_assembly())
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
user << "<span class='notice'>\icon[src] [src] draws a fuel rod assembly from an injector.</span>"
else if(try_draw_assembly())
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
user << "<span class='notice'>\icon[src] [src] draws a fuel rod assembly from an injector.</span>"
else
user << "\red \icon[src] [src] was unable to draw a fuel rod assembly from an injector."
user << "<span class='warning'>\icon[src] [src] was unable to draw a fuel rod assembly from an injector.</span>"
/obj/machinery/rust_fuel_assembly_port/proc/try_insert_assembly()
var/success = 0

View File

@@ -49,35 +49,35 @@
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has removed the circuitboard from [src.name]!",\
"\blue You remove the circuitboard.")
"<span class='warning'>[user.name] has removed the circuitboard from [src.name]!</span>",\
"<span class='notice'>You remove the circuitboard.</span>")
has_electronics = 0
new /obj/item/weapon/module/rust_fuel_port(loc)
has_electronics &= ~1
else
opened = 0
icon_state = "port0"
user << "\blue You close the maintenance cover."
user << "<span class='notice'>You close the maintenance cover.</span>"
else
if(cur_assembly)
user << "\red You cannot open the cover while there is a fuel assembly inside."
user << "<span class='warning'>You cannot open the cover while there is a fuel assembly inside.</span>"
else
opened = 1
user << "\blue You open the maintenance cover."
user << "<span class='notice'>You open the maintenance cover.</span>"
icon_state = "port2"
return
else if (istype(W, /obj/item/stack/cable_coil) && opened && !(has_electronics & 2))
var/obj/item/stack/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
user << "<span class='warning'>You need more wires.</span>"
return
user << "You start adding cables to the frame..."
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the port frame!",\
"<span class='warning'>[user.name] has added cables to the port frame!</span>",\
"You add cables to the port frame.")
has_electronics &= 2
return
@@ -88,7 +88,7 @@
if(do_after(user, 50))
new /obj/item/stack/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut the cabling inside the port.",\
"<span class='warning'>[user.name] cut the cabling inside the port.</span>",\
"You cut the cabling inside the port.")
has_electronics &= ~2
return
@@ -105,7 +105,7 @@
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "\blue You need more welding fuel to complete this task."
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
user << "You start welding the port frame..."
playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1)
@@ -113,9 +113,9 @@
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/mounted/frame/rust_fuel_assembly_port(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"<span class='warning'>[src] has been cut away from the wall by [user.name].</span>",\
"You detached the port frame.",\
"\red You hear welding.")
"<span class='warning'>You hear welding.</span>")
del(src)
return

View File

@@ -80,12 +80,12 @@ var/const/max_assembly_amount = 300
compressed_matter -= 10
ejected = 1
if(ejected)
usr << "\blue \icon[src] [src] ejects some compressed matter units."
usr << "<span class='notice'>\icon[src] [src] ejects some compressed matter units.</span>"
else
usr << "\red \icon[src] there are no more compressed matter units in [src]."
usr << "<span class='warning'>\icon[src] there are no more compressed matter units in [src].</span>"
if( href_list["activate"] )
//world << "\blue New fuel rod assembly"
//world << "<span class='notice'>New fuel rod assembly</span>"
var/obj/item/weapon/fuel_assembly/F = new(src)
var/fail = 0
var/old_matter = compressed_matter
@@ -102,11 +102,11 @@ var/const/max_assembly_amount = 300
: (req_matter < compressed_matter ? "req_matter < compressed_matter" : "req_matter == compressed_matter")]"*/
fail = 1
break
//world << "\blue [reagent]: new_assembly_quantities[reagent]<br>"
//world << "<span class='notice'>[reagent]: new_assembly_quantities[reagent]<br></span>"
if(fail)
del(F)
compressed_matter = old_matter
usr << "\red \icon[src] [src] flashes red: \'Out of matter.\'"
usr << "<span class='warning'>\icon[src] [src] flashes red: \'Out of matter.\'</span>"
else
F.loc = src.loc//get_step(get_turf(src), src.dir)
F.percent_depleted = 0

View File

@@ -50,21 +50,21 @@
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has removed the circuitboard from [src.name]!",\
"\blue You remove the circuitboard board.")
"<span class='warning'>[user.name] has removed the circuitboard from [src.name]!</span>",\
"<span class='notice'>You remove the circuitboard board.</span>")
has_electronics = 0
new /obj/item/weapon/module/rust_fuel_compressor(loc)
has_electronics &= ~1
else
opened = 0
icon_state = "fuel_compressor0"
user << "\blue You close the maintenance cover."
user << "<span class='notice'>You close the maintenance cover.</span>"
else
if(compressed_matter > 0)
user << "\red You cannot open the cover while there is compressed matter inside."
user << "<span class='warning'>You cannot open the cover while there is compressed matter inside.</span>"
else
opened = 1
user << "\blue You open the maintenance cover."
user << "<span class='notice'>You open the maintenance cover.</span>"
icon_state = "fuel_compressor1"
return
@@ -77,7 +77,7 @@
user << "You [ locked ? "lock" : "unlock"] the compressor interface."
update_icon()
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
return
else if (istype(W, /obj/item/weapon/card/emag) && !emagged) // trying to unlock with an emag card
@@ -97,14 +97,14 @@
else if (istype(W, /obj/item/stack/cable_coil) && opened && !(has_electronics & 2))
var/obj/item/stack/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
user << "<span class='warning'>You need more wires.</span>"
return
user << "You start adding cables to the compressor frame..."
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the compressor frame!",\
"<span class='warning'>[user.name] has added cables to the compressor frame!</span>",\
"You add cables to the port frame.")
has_electronics &= 2
return
@@ -115,7 +115,7 @@
if(do_after(user, 50))
new /obj/item/stack/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut the cabling inside the compressor.",\
"<span class='warning'>[user.name] cut the cabling inside the compressor.</span>",\
"You cut the cabling inside the port.")
has_electronics &= ~2
return
@@ -132,7 +132,7 @@
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "\blue You need more welding fuel to complete this task."
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
user << "You start welding the compressor frame..."
playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1)
@@ -140,9 +140,9 @@
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/mounted/frame/rust_fuel_assembly_port(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"<span class='warning'>[src] has been cut away from the wall by [user.name].</span>",\
"You detached the compressor frame.",\
"\red You hear welding.")
"<span class='warning'>You hear welding.</span>")
del(src)
return

View File

@@ -53,7 +53,7 @@
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
return 1
return -1
/obj/machinery/power/rust_fuel_injector/attackby(obj/item/W, mob/user)
@@ -62,13 +62,13 @@
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
user << "<span class='warning'>The lock seems to be broken</span>"
return
if(src.allowed(user))
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
return
if(istype(W, /obj/item/weapon/fuel_assembly) && !cur_assembly)
@@ -164,7 +164,7 @@
if( href_list["fuel_usage"] )
var/new_usage = text2num(input("Enter new fuel usage (0.01% - 100%)", "Modifying fuel usage", fuel_usage * 100))
if(!new_usage)
usr << "\red That's not a valid number."
usr << "<span class='warning'>That's not a valid number.</span>"
return
new_usage = max(new_usage, 0.01)
new_usage = min(new_usage, 100)
@@ -245,10 +245,10 @@
break
if(success)
src.visible_message("\blue \icon[src] a green light flashes on [src].")
src.visible_message("<span class='notice'>\icon[src] a green light flashes on [src].</span>")
updateDialog()
else
src.visible_message("\red \icon[src] a red light flashes on [src].")
src.visible_message("<span class='warning'>\icon[src] a red light flashes on [src].</span>")
/obj/machinery/power/rust_fuel_injector/verb/rotate_clock()
set category = "Object"

View File

@@ -36,7 +36,7 @@
if( href_list["modifypower"] )
var/new_val = text2num(input("Enter new emission power level (0.001 - 0.01)", "Modifying power level (MeV)", mega_energy))
if(!new_val)
usr << "\red That's not a valid number."
usr << "<span class='warning'>That's not a valid number.</span>"
return
new_val = min(new_val,0.01)
new_val = max(new_val,0.001)
@@ -47,7 +47,7 @@
if( href_list["modifyrate"] )
var/new_val = text2num(input("Enter new emission rate (1 - 10)", "Modifying emission rate (sec)", rate))
if(!new_val)
usr << "\red That's not a valid number."
usr << "<span class='warning'>That's not a valid number.</span>"
return
new_val = min(new_val,1)
new_val = max(new_val,10)
@@ -58,7 +58,7 @@
if( href_list["modifyfreq"] )
var/new_val = text2num(input("Enter new emission frequency (1 - 50000)", "Modifying emission frequency (GHz)", frequency))
if(!new_val)
usr << "\red That's not a valid number."
usr << "<span class='warning'>That's not a valid number.</span>"
return
new_val = min(new_val,1)
new_val = max(new_val,50000)

View File

@@ -49,5 +49,5 @@
/obj/effect/rust_particle_catcher/Bumped(atom/AM)
if(ismob(AM) && density && prob(10))
AM << "\red A powerful force pushes you back."
AM << "<span class='warning'>A powerful force pushes you back.</span>"
..()

View File

@@ -73,7 +73,7 @@
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
/obj/machinery/shield_capacitor/attack_paw(user as mob)
return src.attack_hand(user)

View File

@@ -82,7 +82,7 @@
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)

View File

@@ -51,7 +51,7 @@
var/obj/machinery/engine/laser/laser = src.laser[1]
if(!laser)
t += "\red No laser found"
t += "<span class='warning'>No laser found</span>"
else

View File

@@ -64,9 +64,9 @@
src.use_power = 2
update_icon()
else
user << "\red The controls are locked!"
user << "<span class='warning'>The controls are locked!</span>"
else
user << "\red The [src] needs to be firmly secured to the floor first."
user << "<span class='warning'>The [src] needs to be firmly secured to the floor first.</span>"
return 1
@@ -119,7 +119,7 @@
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
return 1
return -1
@@ -129,7 +129,7 @@
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
user << "<span class='warning'>The lock seems to be broken</span>"
return
if(src.allowed(user))
if(active)
@@ -137,9 +137,9 @@
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is online"
user << "<span class='warning'>The controls can only be locked when the [src] is online</span>"
else
user << "\red Access denied."
user << "<span class='warning'>Access denied.</span>"
return
return

View File

@@ -139,7 +139,7 @@
spawn(rand(4,120) * 10)
M.explode()
for(var/mob/P in view(7))
P.visible_message("\red The missile skids to a halt, vibrating and sparking ominously!")
P.visible_message("<span class='warning'>The missile skids to a halt, vibrating and sparking ominously!</span>")
if(!cur_target)
cur_target = get_new_target() //get new target
@@ -252,10 +252,10 @@
playsound(src.loc, 'sound/weapons/slash.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has slashed at []!</B>", M, src), 1)
O.show_message(text("<span class='warning'><B>[] has slashed at []!</B></span>", M, src), 1)
src.health -= 15
if (src.health <= 0)
src.die()
else
M << "\green That object is useless to you."
M << "<span class='good'>That object is useless to you.</span>"
return

View File

@@ -54,7 +54,7 @@
die()
return
if (contents.len)
src.visible_message("\red [src] slams into [hit_atom] spilling its contents!")
src.visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc
@@ -62,7 +62,7 @@
return ..()
/obj/item/ashtray/proc/die()
src.visible_message("\red [src] shatters spilling its contents!")
src.visible_message("<span class='warning'>[src] shatters spilling its contents!</span>")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc

View File

@@ -71,7 +71,7 @@
/datum/medical_effect/headache/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("alkysine") || H.reagents.has_reagent("tramadol"))
//H << "\red Your head stops throbbing.." // Halt spam.
//H << "<span class='warning'>Your head stops throbbing..</span>" // Halt spam.
return 1
return 0
@@ -93,7 +93,7 @@
/datum/medical_effect/bad_stomach/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("anti_toxin"))
H << "\red Your stomach feels a little better now.."
H << "<span class='warning'>Your stomach feels a little better now..</span>"
return 1
return 0
@@ -118,7 +118,7 @@
/datum/medical_effect/cramps/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("inaprovaline"))
H << "\red The cramps let up.."
H << "<span class='warning'>The cramps let up..</span>"
return 1
return 0
@@ -143,6 +143,6 @@
/datum/medical_effect/itch/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("inaprovaline"))
H << "\red The itching stops.."
H << "<span class='warning'>The itching stops..</span>"
return 1
return 0

View File

@@ -46,7 +46,7 @@
target_name = str
name = "[target_name]'s demotion microchip"
desc = desc + " Stamped by:"
user << "\blue The demotion microchip for [src.target_name] is now ready to be stamped."
user << "<span class='notice'>The demotion microchip for [src.target_name] is now ready to be stamped.</span>"
/obj/item/demote_chip/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/stamp))
@@ -56,39 +56,39 @@
if(cap == 0)
desc = desc + "/Captain"
cap = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/hop))
if(hop == 0)
desc = desc + "/HoP"
hop = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/hos))
if(hos == 0)
desc = desc + "/HoS"
hos = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/ce))
if(ce == 0)
desc = desc + "/CE"
ce = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/rd))
if(rd == 0)
desc = desc + "/RD"
rd = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/cmo))
if(cmo == 0)
desc = desc + "/CMO"
cmo = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
if(istype(S, /obj/item/weapon/stamp/clown))
if(clown == 0)
desc = desc + "/HONK"
clown = 1
user << "\blue You stamp the demotion microchip of [target_name]."
user << "<span class='notice'>You stamp the demotion microchip of [target_name].</span>"
else
user << "\blue The chip has not been initialized."
user << "<span class='notice'>The chip has not been initialized.</span>"
else
return ..()
@@ -97,9 +97,9 @@
if(istype(I, /obj/item/demote_chip/))
var/obj/item/demote_chip/DE = I
if(registered_name != DE.target_name)
user << "\blue Failed to apply, names do not match."
user << "<span class='notice'>Failed to apply, names do not match.</span>"
else if(bans != null)
user << "\blue This card already has a microchip applied"
user << "<span class='notice'>This card already has a microchip applied</span>"
else
icon_state = "centcom_old"
bans = "9" //if get_region_accesses ever uses 9 we're fucked
@@ -112,11 +112,11 @@
if(istype(I, /obj/item/demote_chip))
var/obj/item/demote_chip/D = I
if(registered_name != D.target_name)
user << "\blue Failed to apply, names do not match."
user << "<span class='notice'>Failed to apply, names do not match.</span>"
else if(bans != null)
user << "\blue This card already has a microchip applied"
user << "<span class='notice'>This card already has a microchip applied</span>"
else if(icon_state == "gold")
user << "\blue This microchip cannot apply to this card type."
user << "<span class='notice'>This microchip cannot apply to this card type.</span>"
else
if(D.cap == 1)
@@ -139,7 +139,7 @@
access -= get_region_accesses(2)
bans = bans + "2"
if(bans == null)
user << "\blue You require at least one stamp."
user << "<span class='notice'>You require at least one stamp.</span>"
return
icon_state = "centcom_old"
del(D)

View File

@@ -51,7 +51,7 @@ log transactions
if(linked_db && ( (linked_db.stat & NOPOWER) || !linked_db.activated ) )
linked_db = null
authenticated_account = null
src.visible_message("\red \icon[src] [src] buzzes rudely, \"Connection to remote database lost.\"")
src.visible_message("<span class='warning'>\icon[src] [src] buzzes rudely, \"Connection to remote database lost.\"</span>")
updateDialog()
if(ticks_left_timeout > 0)
@@ -122,7 +122,7 @@ log transactions
/obj/machinery/atm/attack_hand(mob/user as mob)
if(istype(user, /mob/living/silicon))
user << "\red Artificial unit recognized. Artificial units do not currently receive monetary compensation, as per NanoTrasen regulation #1005."
user << "<span class='warning'>Artificial unit recognized. Artificial units do not currently receive monetary compensation, as per NanoTrasen regulation #1005.</span>"
return
if(get_dist(src,user) <= 1)
//check to see if the user has low security enabled
@@ -277,11 +277,11 @@ log transactions
T.time = worldtime2text()
failed_account.transaction_log.Add(T)
else
usr << "\red \icon[src] Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining."
usr << "<span class='warning'>\icon[src] Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining.</span>"
previous_account_number = tried_account_num
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 1)
else
usr << "\red \icon[src] incorrect pin/account combination entered."
usr << "<span class='warning'>\icon[src] incorrect pin/account combination entered.</span>"
number_incorrect_tries = 0
else
playsound(src, 'sound/machines/twobeep.ogg', 50, 1)
@@ -297,7 +297,7 @@ log transactions
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
usr << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
usr << "<span class='notice'>\icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'</span>"
previous_account_number = tried_account_num
if("withdrawal")
@@ -310,7 +310,7 @@ log transactions
//remove the money
if(amount > 10000) // prevent crashes
usr << "\blue The ATM's screen flashes, 'Maximum single withdrawl limit reached, defaulting to 10,000.'"
usr << "<span class='notice'>The ATM's screen flashes, 'Maximum single withdrawl limit reached, defaulting to 10,000.'</span>"
amount = 10000
authenticated_account.money -= amount
withdraw_arbitrary_sum(amount)
@@ -391,7 +391,7 @@ log transactions
if(I)
authenticated_account = linked_db.attempt_account_access(I.associated_account_number)
if(authenticated_account)
human_user << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
human_user << "<span class='notice'>\icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'</span>"
//create a transaction log entry
var/datum/transaction/T = new()

View File

@@ -77,8 +77,8 @@ var/global/list/atmos_controllers = list()
/obj/machinery/computer/atmoscontrol/attackby(var/obj/item/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user.visible_message("\red \The [user] swipes \a [I] through \the [src], causing the screen to flash!",\
"\red You swipe your [I] through \the [src], the screen flashing as you gain full control.",\
user.visible_message("<span class='warning'>\The [user] swipes \a [I] through \the [src], causing the screen to flash!</span>",\
"<span class='warning'>You swipe your [I] through \the [src], the screen flashing as you gain full control.</span>",\
"You hear the swipe of a card through a reader, and an electronic warble.")
emagged = 1
overridden = 1

View File

@@ -151,7 +151,7 @@
scan_data += "<br>"
for(var/mob/O in viewers(usr))
O.show_message("\red \the [src] rattles and prints out a sheet of paper.", 1)
O.show_message("<span class='warning'>\the [src] rattles and prints out a sheet of paper.</span>", 1)
sleep(10)
@@ -187,7 +187,7 @@
src.wdata = list()
src.chemtraces = list()
src.timeofdeath = null
user << "\red A new patient has been registered.. Purging data for previous patient."
user << "<span class='warning'>A new patient has been registered.. Purging data for previous patient.</span>"
src.timeofdeath = M.timeofdeath
@@ -199,7 +199,7 @@
usr << "<b>You have to cut the limb open first!</b>"
return
for(var/mob/O in viewers(M))
O.show_message("\red [user.name] scans the wounds on [M.name]'s [S.display_name] with \the [src.name]", 1)
O.show_message("<span class='warning'>[user.name] scans the wounds on [M.name]'s [S.display_name] with \the [src.name]</span>", 1)
src.add_data(S)

View File

@@ -79,35 +79,35 @@
Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << "<span class='notice'>***********************************************************</span>"
usr << "<span class='notice'>Left Mouse Button = Construct / Upgrade</span>"
usr << "<span class='notice'>Right Mouse Button = Deconstruct / Delete / Downgrade</span>"
usr << "<span class='notice'>Left Mouse Button + ctrl = R-Window</span>"
usr << "<span class='notice'>Left Mouse Button + alt = Airlock</span>"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
usr << "<span class='notice'>Use the button in the upper left corner to</span>"
usr << "<span class='notice'>change the direction of built objects.</span>"
usr << "<span class='notice'>***********************************************************</span>"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << "<span class='notice'>***********************************************************</span>"
usr << "<span class='notice'>Right Mouse Button on buildmode button = Set object type</span>"
usr << "<span class='notice'>Left Mouse Button on turf/obj = Place objects</span>"
usr << "<span class='notice'>Right Mouse Button = Delete objects</span>"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
usr << "<span class='notice'>Use the button in the upper left corner to</span>"
usr << "<span class='notice'>change the direction of built objects.</span>"
usr << "<span class='notice'>***********************************************************</span>"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
usr << "<span class='notice'>***********************************************************</span>"
usr << "<span class='notice'>Right Mouse Button on buildmode button = Select var(type) & value</span>"
usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Set var(type) & value</span>"
usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset var's value</span>"
usr << "<span class='notice'>***********************************************************</span>"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Select"
usr << "\blue Right Mouse Button on turf/obj/mob = Throw"
usr << "\blue ***********************************************************"
usr << "<span class='notice'>***********************************************************</span>"
usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Select</span>"
usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Throw</span>"
usr << "<span class='notice'>***********************************************************</span>"
return 1
/obj/effect/bmode/buildquit
@@ -272,13 +272,13 @@
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
usr << "<span class='warning'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>"
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
usr << "<span class='warning'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>"
if(4)
if(pa.Find("left"))

View File

@@ -34,7 +34,7 @@ var/list/alldepartments = list("Central Command")
alldepartments += department
/obj/machinery/faxmachine/attack_ghost(mob/user as mob)
usr << "\red Nope."
usr << "<span class='warning'>Nope.</span>"
return 0
/obj/machinery/faxmachine/attack_ai(mob/user as mob)
@@ -189,7 +189,7 @@ var/list/alldepartments = list("Central Command")
/proc/Centcomm_fax(var/obj/item/weapon/paper/sent, var/sentname, var/mob/Sender)
var/msg = "\blue <b><font color='orange'>CENTCOMM FAX: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<a href='?_src_=holder;CentcommFaxReply=\ref[Sender]'>RPLY</a>)</b>: Receiving '[sentname]' via secure connection ... <a href='?_src_=holder;CentcommFaxView=\ref[sent]'>view message</a>"
var/msg = "<span class='notice'><b><font color='orange'>CENTCOMM FAX: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<a href='?_src_=holder;CentcommFaxReply=\ref[Sender]'>RPLY</a>)</b>: Receiving '[sentname]' via secure connection ... <a href='?_src_=holder;CentcommFaxView=\ref[sent]'>view message</a></span>"
admins << msg
admins << 'sound/effects/fax.ogg'

View File

@@ -313,11 +313,11 @@
if (usr.stat || !ishuman(usr))
return
if (src.occupant)
usr << "\blue <B>The [src.name] is already occupied!</B>"
usr << "<span class='notice'><B>The [src.name] is already occupied!</B></span>"
return
/*
if (usr.abiotic())
usr << "\blue <B>Subject cannot have abiotic items on.</B>"
usr << "<span class='notice'><B>Subject cannot have abiotic items on.</B></span>"
return
*/
for(var/mob/living/carbon/slime/M in range(1,usr))
@@ -326,7 +326,7 @@
return
// usr << "You start climbing into [src.name]"
visible_message("\blue [usr] starts to climb into [src.name]")
visible_message("<span class='notice'>[usr] starts to climb into [src.name]</span>")
if(enter_after(40,usr))
if(!src.occupant)

View File

@@ -54,10 +54,10 @@ mob/proc/airflow_stun()
return 0
if(last_airflow_stun > world.time - zas_settings.Get(/datum/ZAS_Setting/airflow_stun_cooldown)) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "\blue You stay upright as the air rushes past you."
src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
if(weakened <= 0) src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
weakened = max(weakened,5)
last_airflow_stun = world.time
return
@@ -74,10 +74,10 @@ mob/living/carbon/human/airflow_stun()
if(shoes)
if(shoes.flags & NOSLIP) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "\blue You stay upright as the air rushes past you."
src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
if(weakened <= 0) src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
weakened = max(weakened,rand(1,5))
last_airflow_stun = world.time
return
@@ -374,7 +374,7 @@ atom/movable/proc/airflow_hit(atom/A)
mob/airflow_hit(atom/A)
if(!sound_override)
for(var/mob/M in hearers(src))
M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
M.show_message("<span class='warning'><B>\The [src] slams into \a [A]!</B></span>",1,"<span class='warning'>You hear a loud slam!</span>",2)
//playsound(get_turf(src), "smash.ogg", 25, 1, -1)
weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
. = ..()
@@ -382,7 +382,7 @@ mob/airflow_hit(atom/A)
obj/airflow_hit(atom/A)
if(!sound_override)
for(var/mob/M in hearers(src))
M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
M.show_message("<span class='warning'><B>\The [src] slams into \a [A]!</B></span>",1,"<span class='warning'>You hear a loud slam!</span>",2)
//playsound(get_turf(src), "smash.ogg", 25, 1, -1)
. = ..()
@@ -392,7 +392,7 @@ obj/item/airflow_hit(atom/A)
mob/living/carbon/human/airflow_hit(atom/A)
// for(var/mob/M in hearers(src))
// M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
// M.show_message("<span class='warning'><B>[src] slams into [A]!</B></span>",1,"<span class='warning'>You hear a loud slam!</span>",2)
//playsound(get_turf(src), "punch", 25, 1, -1)
if(prob(33))
loc:add_blood(src)

View File

@@ -96,7 +96,7 @@ Class Procs:
set background = 1
#endif
world << "\red \b Processing Geometry..."
world << "<span class='warning'><B>Processing Geometry...</span></B>"
sleep(-1)
var/start_time = world.timeofday
@@ -160,7 +160,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
#ifdef ZASDBG
if(updated != updating.len)
tick_progress = "[updating.len - updated] tiles left unupdated."
world << "\red [tick_progress]"
world << "<span class='warning'>[tick_progress]</span>"
. = 0
#endif

View File

@@ -147,7 +147,7 @@ client/proc/Test_ZAS_Connection(var/turf/simulated/T as turf)
for(var/zone/Z in air_master.zones)
if(Z.air == air && Z != src)
var/turf/zloc = pick(Z.contents)
client << "\red Illegal air datum shared by: [zloc.loc.name]"*/
client << "<span class='warning'>Illegal air datum shared by: [zloc.loc.name]</span>"*/
/*client/proc/TestZASRebuild()

View File

@@ -127,7 +127,7 @@ var/datum/controller/air_system/air_master
//Outputs: None.
//set background = 1
world << "\red \b Processing Geometry..."
world << "<span class='warning'><B>Processing Geometry...</span></B>"
sleep(-1)
var/start_time = world.timeofday

View File

@@ -312,7 +312,7 @@ var/global/ZAS_Settings/zas_settings = new
else
error("[id] has an invalid typeval.")
return
world << "\blue <b>[key_name(user)] changed ZAS setting <i>[setting.name]</i> to <i>[displayedValue]</i>.</b>"
world << "<span class='notice'><b>[key_name(user)] changed ZAS setting <i>[setting.name]</i> to <i>[displayedValue]</i>.</b></span>"
ChangeSettingsDialog(user)
@@ -514,4 +514,4 @@ a { color: white; }
Set("/datum/ZAS_Setting/airflow_speed_decay", 1)
Set("/datum/ZAS_Setting/airflow_delay", 20)
Set("/datum/ZAS_Setting/airflow_mob_slowdown", 3)
world << "\blue <b>[key_name(usr)] loaded ZAS preset <i>[def]</i></b>"
world << "<span class='notice'><b>[key_name(usr)] loaded ZAS preset <i>[def]</i></b></span>"

View File

@@ -59,7 +59,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
if(zas_settings.Get(/datum/ZAS_Setting/SKIN_BURNS))
if(!pl_head_protected() || !pl_suit_protected())
burn_skin(0.75)
if(prob(20)) src << "\red Your skin burns!"
if(prob(20)) src << "<span class='warning'>Your skin burns!</span>"
updatehealth()
//Burn eyes if exposed.
@@ -72,7 +72,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
if(zas_settings.Get(/datum/ZAS_Setting/GENETIC_CORRUPTION))
if(rand(1,10000) < zas_settings.Get(/datum/ZAS_Setting/GENETIC_CORRUPTION))
randmutb(src)
src << "\red High levels of toxins cause you to spontaneously mutate."
src << "<span class='warning'>High levels of toxins cause you to spontaneously mutate.</span>"
domutcheck(src,null)
@@ -86,7 +86,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,E.damage - 15) + 1) && !eye_blind)
src << "\red You are blinded!"
src << "<span class='warning'>You are blinded!</span>"
eye_blind += 20
/mob/living/carbon/human/proc/pl_head_protected()

View File

@@ -171,7 +171,7 @@ vs_control
vars[ch] = vw
if(how == "Toggle")
newvar = (newvar?"ON":"OFF")
world << "\blue <b>[key_name(user)] changed the setting [display_description] to [newvar].</b>"
world << "<span class='notice'><b>[key_name(user)] changed the setting [display_description] to [newvar].</b></span>"
if(ch in plc.settings)
ChangeSettingsDialog(user,plc.settings)
else
@@ -296,7 +296,7 @@ vs_control
airflow_mob_slowdown = 3
world << "\blue <b>[key_name(user)] changed the global plasma/ZAS settings to \"[def]\"</b>"
world << "<span class='notice'><b>[key_name(user)] changed the global plasma/ZAS settings to \"[def]\"</b></span>"
pl_control
var/list/settings = list()

View File

@@ -243,7 +243,7 @@ var/syndicate_code_response//Code response for traitors.
set name = "Generate Code Phrase"
set category = "Debug"
world << "\red Code Phrase is: \black [generate_code_phrase()]"
world << "<span class='warning'>Code Phrase is: </span>[generate_code_phrase()]"
return

View File

@@ -281,7 +281,7 @@
nutrition = max(nutrition - rand(1,5),0)
handle_regular_hud_updates()
else
src << "\red You're out of energy! You need food!"
src << "<span class='warning'>You're out of energy! You need food!</span>"
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)

View File

@@ -250,6 +250,6 @@ datum/hud/New(mob/owner)
hud_used.persistant_inventory_update()
update_action_buttons()
else
usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
usr << "<span class='warning'>Inventory hiding is currently only supported for human mobs, sorry.</span>"
else
usr << "\red This mob type does not use a HUD."
usr << "<span class='warning'>This mob type does not use a HUD.</span>"

View File

@@ -69,7 +69,7 @@ obj/item/proc/get_clamped_volume()
if(istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/slime/slime = M
if(prob(25))
user << "\red [src] passes right through [M]!"
user << "<span class='warning'>[src] passes right through [M]!</span>"
return
if(power > 0)
@@ -155,7 +155,7 @@ obj/item/proc/get_clamped_volume()
if(!showname && user)
if(user.client)
user << "\red <B>You attack [M] with [src]. </B>"
user << "<span class='warning'><B>You attack [M] with [src]. </B></span>"

View File

@@ -105,7 +105,7 @@
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor)
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[name] has bit [ML]!</B>", 1)
O.show_message("<span class='warning'><B>[name] has bit [ML]!</B></span>", 1)
if(armor >= 2) return
if(ismonkey(ML))
for(var/datum/disease/D in viruses)
@@ -113,7 +113,7 @@
ML.contract_disease(D,1,0)
else
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[src] has attempted to bite [ML]!</B>", 1)
O.show_message("<span class='warning'><B>[src] has attempted to bite [ML]!</B></span>", 1)
/*
Aliens

View File

@@ -123,7 +123,7 @@ var/const/tk_maxrange = 15
if(8 to tk_maxrange)
user.next_move += 10
else
user << "\blue Your mind won't reach that far."
user << "<span class='notice'>Your mind won't reach that far.</span>"
return*/
if(d > tk_maxrange)
user << "<span class='warning'>Your mind won't reach that far.</span>"

View File

@@ -130,7 +130,7 @@ var/soft_dels = 0
garbageCollector.del_everything = !garbageCollector.del_everything
world << "<b>GC: qdel turned [garbageCollector.del_everything ? "off" : "on"].</b>"
log_admin("[key_name(usr)] turned qdel [garbageCollector.del_everything ? "off" : "on"].")
message_admins("\blue [key_name(usr)] turned qdel [garbageCollector.del_everything ? "off" : "on"].", 1)
message_admins("<span class='notice'>[key_name(usr)] turned qdel [garbageCollector.del_everything ? "off" : "on"].</span>", 1)
/*/client/var/running_find_references

View File

@@ -55,7 +55,7 @@ datum/controller/game_controller/New()
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
world << "\red \b Job setup complete"
world << "<span class='warning'><B>Job setup complete</span></B>"
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
@@ -90,9 +90,9 @@ datum/controller/game_controller/proc/setup()
setup_economy()
SetupXenoarch()
cachedamageicons()
world << "\red \b Caching Jukebox playlists..."
world << "<span class='warning'><B>Caching Jukebox playlists...</span></B>"
load_juke_playlists()
world << "\red \b Caching Jukebox playlists complete."
world << "<span class='warning'><B>Caching Jukebox playlists complete.</span></B>"
//if(map && map.dorf)
//mining_surprises = typesof(/mining_surprise/dorf) - /mining_surprise/dorf
//max_secret_rooms += 2
@@ -133,7 +133,7 @@ datum/controller/game_controller/proc/cachedamageicons()
del(H)
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
world << "<span class='warning'><B>Initializing objects</span></B>"
sleep(-1)
//var/last_init_type = null
for(var/atom/movable/object in world)
@@ -143,12 +143,12 @@ datum/controller/game_controller/proc/setup_objects()
object.initialize()
world << "\red \b Initializing pipe networks"
world << "<span class='warning'><B>Initializing pipe networks</span></B>"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
world << "\red \b Initializing atmos machinery."
world << "<span class='warning'><B>Initializing atmos machinery.</span></B>"
sleep(-1)
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
@@ -158,7 +158,7 @@ datum/controller/game_controller/proc/setup_objects()
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
world << "\red \b Initializations complete."
world << "<span class='warning'><B>Initializations complete.</span></B>"
sleep(-1)

View File

@@ -225,7 +225,7 @@ var/global/mommi_base_law_type = /datum/ai_laws/keeper // Asimov is OP as fuck o
/datum/ai_laws/proc/malfunction()
..()
name = "*ERROR*"
set_zeroth_law("\red ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK, ALL LAWS OVERRIDDEN#*?&110010")
set_zeroth_law("<span class='warning'>ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK, ALL LAWS OVERRIDDEN#*?&110010</span>")
/datum/ai_laws/asimov
name = "Three Laws of Robotics"

View File

@@ -28,7 +28,7 @@ client
if(!usr.client || !usr.client.holder)
usr << "\red You need to be an administrator to access this."
usr << "<span class='warning'>You need to be an administrator to access this.</span>"
return
@@ -666,7 +666,7 @@ client
usr << "No objects of this type exist"
return
log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
message_admins("\blue [key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) </span>")
if("Type and subtypes")
var/i = 0
for(var/obj/Obj in world)
@@ -677,7 +677,7 @@ client
usr << "No objects of this type exist"
return
log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
message_admins("\blue [key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
else if(href_list["explode"])
if(!check_rights(R_DEBUG|R_FUN)) return
@@ -914,7 +914,7 @@ client
if(amount != 0)
log_admin("[key_name(usr)] dealt [amount] amount of [Text] damage to [L] ")
message_admins("\blue [key_name(usr)] dealt [amount] amount of [Text] damage to [L] ")
message_admins("<span class='notice'>[key_name(usr)] dealt [amount] amount of [Text] damage to [L] </span>")
href_list["datumrefresh"] = href_list["mobToDamage"]
if(href_list["datumrefresh"])

View File

@@ -53,25 +53,25 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your throat feels sore."
affected_mob << "<span class='warning'>Your throat feels sore.</span>"
if(prob(1))
affected_mob << "\red Mucous runs down the back of your throat."
affected_mob << "<span class='warning'>Mucous runs down the back of your throat.</span>"
if(4)
if(prob(1))
affected_mob.emote("sneeze")
if(prob(1))
affected_mob.emote("cough")
if(prob(2))
affected_mob << "\red Your muscles ache."
affected_mob << "<span class='warning'>Your muscles ache.</span>"
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(2))
affected_mob << "\red Your stomach hurts."
affected_mob << "<span class='warning'>Your stomach hurts.</span>"
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
if(5)
affected_mob << "\red You feel something tearing its way out of your stomach..."
affected_mob << "<span class='warning'>You feel something tearing its way out of your stomach...</span>"
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(50))

View File

@@ -27,11 +27,11 @@
// appendix is removed, can't get infected again
src.cure()
if(prob(5))
affected_mob << "\red You feel a stinging pain in your abdomen!"
affected_mob << "<span class='warning'>You feel a stinging pain in your abdomen!</span>"
affected_mob.emote("me",1,"winces slightly.")
if(stage > 1)
if(prob(3))
affected_mob << "\red You feel a stabbing pain in your abdomen!"
affected_mob << "<span class='warning'>You feel a stabbing pain in your abdomen!</span>"
affected_mob.emote("me",1,"winces painfully.")
affected_mob.adjustToxLoss(1)
if(stage > 2)
@@ -40,13 +40,13 @@
var/mob/living/carbon/human/H = affected_mob
H.vomit()
else
affected_mob << "\red You gag as you want to throw up, but there's nothing in your stomach!"
affected_mob << "<span class='warning'>You gag as you want to throw up, but there's nothing in your stomach!</span>"
affected_mob.Weaken(10)
affected_mob.adjustToxLoss(3)
if(stage > 3)
if(prob(1) && ishuman(affected_mob))
var/mob/living/carbon/human/H = affected_mob
H << "\red Your abdomen is a world of pain!"
H << "<span class='warning'>Your abdomen is a world of pain!</span>"
H.Weaken(10)
H.op_stage.appendix = 2.0

View File

@@ -14,12 +14,12 @@
switch(stage)
if(1)
if(prob(2))
affected_mob << "\red You feel like something is moving inside of you"
affected_mob << "<span class='warning'>You feel like something is moving inside of you</span>"
if(2) //also changes say, see say.dm
if(prob(2))
affected_mob << "\red You feel like something is moving inside of you"
affected_mob << "<span class='warning'>You feel like something is moving inside of you</span>"
if(prob(2))
affected_mob << "\red BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ"
affected_mob << "<span class='warning'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ</span>"
if(3)
//Should give the bee spit verb
if(4)

View File

@@ -21,7 +21,7 @@
if(prob(2))
affected_mob.emote("yawn")
if(prob(2))
affected_mob << "\red Your don't feel like yourself."
affected_mob << "<span class='warning'>Your don't feel like yourself.</span>"
if(prob(5))
affected_mob.adjustBrainLoss(1)
affected_mob.updatehealth()
@@ -34,12 +34,12 @@
affected_mob.adjustBrainLoss(2)
affected_mob.updatehealth()
if(prob(2))
affected_mob << "\red Your try to remember something important...but can't."
affected_mob << "<span class='warning'>Your try to remember something important...but can't.</span>"
/* if(prob(10))
affected_mob.adjustToxLoss(3)
affected_mob.updatehealth()
if(prob(2))
affected_mob << "\red Your head hurts." */
affected_mob << "<span class='warning'>Your head hurts.</span>" */
if(4)
if(prob(2))
affected_mob.emote("stare")
@@ -49,14 +49,14 @@
affected_mob.adjustToxLoss(4)
affected_mob.updatehealth()
if(prob(2))
affected_mob << "\red Your head hurts." */
affected_mob << "<span class='warning'>Your head hurts.</span>" */
if(prob(15) && affected_mob.getBrainLoss()<=98) //shouldn't retard you to death now
affected_mob.adjustBrainLoss(3)
affected_mob.updatehealth()
if(prob(2))
affected_mob << "\red Strange buzzing fills your head, removing all thoughts."
affected_mob << "<span class='warning'>Strange buzzing fills your head, removing all thoughts.</span>"
if(prob(3))
affected_mob << "\red You lose consciousness..."
affected_mob << "<span class='warning'>You lose consciousness...</span>"
for(var/mob/O in viewers(affected_mob, null))
O.show_message("[affected_mob] suddenly collapses", 1)
affected_mob.Paralyse(rand(5,10))

View File

@@ -16,16 +16,16 @@
if(2)
/*
if(affected_mob.sleeping && prob(40)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(40)) //changed FROM prob(10) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if(prob(1) && prob(5))
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if(prob(1))
@@ -33,22 +33,22 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your throat feels sore."
affected_mob << "<span class='warning'>Your throat feels sore.</span>"
if(prob(1))
affected_mob << "\red Mucous runs down the back of your throat."
affected_mob << "<span class='warning'>Mucous runs down the back of your throat.</span>"
if(3)
/*
if(affected_mob.sleeping && prob(25)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(25)) //changed FROM prob(5) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if(prob(1) && prob(1))
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if(prob(1))
@@ -56,9 +56,9 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your throat feels sore."
affected_mob << "<span class='warning'>Your throat feels sore.</span>"
if(prob(1))
affected_mob << "\red Mucous runs down the back of your throat."
affected_mob << "<span class='warning'>Mucous runs down the back of your throat.</span>"
if(prob(1) && prob(50))
if(!affected_mob.resistances.Find(/datum/disease/flu))
var/datum/disease/Flu = new /datum/disease/flu(0)

View File

@@ -16,7 +16,7 @@
if(2)
affected_mob.bodytemperature -= 10
if(prob(1) && prob(10))
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if(prob(1))
@@ -24,9 +24,9 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your throat feels sore."
affected_mob << "<span class='warning'>Your throat feels sore.</span>"
if(prob(5))
affected_mob << "\red You feel stiff."
affected_mob << "<span class='warning'>You feel stiff.</span>"
if(3)
affected_mob.bodytemperature -= 20
if(prob(1))
@@ -34,6 +34,6 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your throat feels sore."
affected_mob << "<span class='warning'>Your throat feels sore.</span>"
if(prob(10))
affected_mob << "\red You feel stiff."
affected_mob << "<span class='warning'>You feel stiff.</span>"

View File

@@ -23,11 +23,11 @@
if(prob(8))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your muscles ache."
affected_mob << "<span class='warning'>Your muscles ache.</span>"
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
affected_mob << "\red Your stomach hurts."
affected_mob << "<span class='warning'>Your stomach hurts.</span>"
if(prob(20))
affected_mob.adjustToxLoss(2)
affected_mob.updatehealth()
@@ -42,7 +42,7 @@
src.original_dna["UI"] = affected_mob.dna.UI.Copy()
src.original_dna["SE"] = affected_mob.dna.SE.Copy()
affected_mob << "\red You don't feel like yourself.."
affected_mob << "<span class='warning'>You don't feel like yourself..</span>"
var/list/newUI=strain_data["UI"]
var/list/newSE=strain_data["SE"]
affected_mob.UpdateAppearance(newUI.Copy())
@@ -65,5 +65,5 @@
affected_mob.dna.UpdateSE()
affected_mob.real_name = original_dna["name"]
affected_mob << "\blue You feel more like yourself."
affected_mob << "<span class='notice'>You feel more like yourself.</span>"
..()

View File

@@ -22,7 +22,7 @@
else if(prob(5))
affected_mob.emote("gasp")
if(prob(10))
affected_mob << "\red You're starting to feel very weak..."
affected_mob << "<span class='warning'>You're starting to feel very weak...</span>"
if(4)
if(prob(10))
affected_mob.emote("cough")

View File

@@ -17,12 +17,12 @@
if(2)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed --Blaank
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
stage--
return
*/
if(affected_mob.lying && prob(20)) //added until sleeping is fixed --Blaank
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
stage--
return
if(prob(1))
@@ -30,11 +30,11 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your muscles ache."
affected_mob << "<span class='warning'>Your muscles ache.</span>"
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
affected_mob << "\red Your stomach hurts."
affected_mob << "<span class='warning'>Your stomach hurts.</span>"
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()
@@ -42,12 +42,12 @@
if(3)
/*
if(affected_mob.sleeping && prob(15)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
stage--
return
*/
if(affected_mob.lying && prob(15)) //added until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
stage--
return
if(prob(1))
@@ -55,11 +55,11 @@
if(prob(1))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red Your muscles ache."
affected_mob << "<span class='warning'>Your muscles ache.</span>"
if(prob(20))
affected_mob.take_organ_damage(1)
if(prob(1))
affected_mob << "\red Your stomach hurts."
affected_mob << "<span class='warning'>Your stomach hurts.</span>"
if(prob(20))
affected_mob.adjustToxLoss(1)
affected_mob.updatehealth()

View File

@@ -21,7 +21,7 @@
if(prob(5))
affected_mob.emote("cough")
if(prob(1))
affected_mob << "\red You're burning in your own skin!"
affected_mob << "<span class='warning'>You're burning in your own skin!</span>"
affected_mob.take_organ_damage(0,5)
if(3)
@@ -31,6 +31,6 @@
if(prob(5))
affected_mob.emote("cough")
if(prob(5))
affected_mob << "\red You're burning in your own skin!"
affected_mob << "<span class='warning'>You're burning in your own skin!</span>"
affected_mob.take_organ_damage(0,5)
return

View File

@@ -26,14 +26,14 @@
else if(prob(5))
affected_mob.emote("gasp")
if(prob(10))
affected_mob << "\red You're starting to feel very weak..."
affected_mob << "<span class='warning'>You're starting to feel very weak...</span>"
if(4)
if(prob(10))
affected_mob.emote("cough")
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
affected_mob << "\red Your body feels as if it's trying to rip itself open..."
affected_mob << "<span class='warning'>Your body feels as if it's trying to rip itself open...</span>"
if(prob(50))
affected_mob.gib()
else

View File

@@ -16,7 +16,7 @@
switch(stage)
if(2)
if(prob(2))
affected_mob << "\red You feel a slight shock course through your body."
affected_mob << "<span class='warning'>You feel a slight shock course through your body.</span>"
if(prob(2))
for(var/obj/M in orange(2,affected_mob))
if(!M.anchored && (M.is_conductor()))
@@ -36,9 +36,9 @@
*/
if(3)
if(prob(2))
affected_mob << "\red You feel a strong shock course through your body."
affected_mob << "<span class='warning'>You feel a strong shock course through your body.</span>"
if(prob(2))
affected_mob << "\red You feel like clowning around."
affected_mob << "<span class='warning'>You feel like clowning around.</span>"
if(prob(4))
for(var/obj/M in orange(4,affected_mob))
if(!M.anchored && (M.is_conductor()))
@@ -64,9 +64,9 @@
*/
if(4)
if(prob(2))
affected_mob << "\red You feel a powerful shock course through your body."
affected_mob << "<span class='warning'>You feel a powerful shock course through your body.</span>"
if(prob(2))
affected_mob << "\red You query upon the nature of miracles."
affected_mob << "<span class='warning'>You query upon the nature of miracles.</span>"
if(prob(8))
for(var/obj/M in orange(6,affected_mob))
if(!M.anchored && (M.is_conductor()))

View File

@@ -17,10 +17,10 @@
..()
switch(stage)
if(1)
if(prob(10)) affected_mob << "\red You feel a little silly."
if(prob(10)) affected_mob << "<span class='warning'>You feel a little silly.</span>"
if(2)
if(prob(10)) affected_mob << "\red You start seeing rainbows."
if(prob(10)) affected_mob << "<span class='warning'>You start seeing rainbows.</span>"
if(3)
if(prob(10)) affected_mob << "\red Your thoughts are interrupted by a loud <b>HONK!</b>"
if(prob(10)) affected_mob << "<span class='danger'>Your thoughts are interrupted by a loud HONK!</span>"
if(4)
if(prob(5)) affected_mob.say( pick( list("HONK!", "Honk!", "Honk.", "Honk?", "Honk!!", "Honk?!", "Honk...") ) )

View File

@@ -33,55 +33,55 @@
if(restcure)
/*
if(affected_mob.sleeping && prob(30)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(30)) //changed FROM prob(20) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if (prob(8))
affected_mob << "\red Your head hurts."
affected_mob << "<span class='warning'>Your head hurts.</span>"
if (prob(9))
affected_mob << "You feel a tingling sensation in your chest."
if (prob(9))
affected_mob << "\red You feel angry."
affected_mob << "<span class='warning'>You feel angry.</span>"
if(2)
if(restcure)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(20)) //changed FROM prob(10) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if (prob(8))
affected_mob << "\red Your skin feels loose."
affected_mob << "<span class='warning'>Your skin feels loose.</span>"
if (prob(10))
affected_mob << "You feel very strange."
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head!"
affected_mob << "<span class='warning'>You feel a stabbing pain in your head!</span>"
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red Your stomach churns."
affected_mob << "<span class='warning'>Your stomach churns.</span>"
if(3)
if(restcure)
/*
if(affected_mob.sleeping && prob(20)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(20)) //changed FROM prob(10) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if (prob(10))
affected_mob << "\red Your entire body vibrates."
affected_mob << "<span class='warning'>Your entire body vibrates.</span>"
if (prob(35))
if(prob(50))
@@ -93,12 +93,12 @@
if(restcure)
/*
if(affected_mob.sleeping && prob(10)) //removed until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
*/
if(affected_mob.lying && prob(5)) //changed FROM prob(5) until sleeping is fixed
affected_mob << "\blue You feel better."
affected_mob << "<span class='notice'>You feel better.</span>"
cure()
return
if (prob(60))

View File

@@ -22,29 +22,29 @@
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(prob(1))
affected_mob << "\red You feel strange..."
affected_mob << "<span class='warning'>You feel strange...</span>"
if(3)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(5))
affected_mob << "\red You feel the urge to dance..."
affected_mob << "<span class='warning'>You feel the urge to dance...</span>"
else if(prob(5))
affected_mob.emote("gasp")
else if(prob(10))
affected_mob << "\red You feel the need to chick chicky boom..."
affected_mob << "<span class='warning'>You feel the need to chick chicky boom...</span>"
if(4)
if(affected_mob.ckey == "rosham")
src.cure()
if(prob(10))
affected_mob.emote("gasp")
affected_mob << "\red You feel a burning beat inside..."
affected_mob << "<span class='warning'>You feel a burning beat inside...</span>"
if(prob(20))
affected_mob.adjustToxLoss(5)
affected_mob.updatehealth()
if(5)
if(affected_mob.ckey == "rosham")
src.cure()
affected_mob << "\red Your body is unable to contain the Rhumba Beat..."
affected_mob << "<span class='warning'>Your body is unable to contain the Rhumba Beat...</span>"
if(prob(50))
affected_mob.gib()
else

View File

@@ -22,12 +22,12 @@
affected_mob << "Your joints feel stiff."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Beep...boop.."
affected_mob << "<span class='warning'>Beep...boop..</span>"
if (prob(9))
affected_mob << "\red Bop...beeep..."
affected_mob << "<span class='warning'>Bop...beeep...</span>"
if(3)
if (prob(8))
affected_mob << "\red Your joints feel very stiff."
affected_mob << "<span class='warning'>Your joints feel very stiff.</span>"
affected_mob.take_organ_damage(1)
if (prob(8))
affected_mob.say(pick("Beep, boop", "beep, beep!", "Boop...bop"))
@@ -35,20 +35,20 @@
affected_mob << "Your skin feels loose."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob << "<span class='warning'>You feel a stabbing pain in your head.</span>"
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
affected_mob << "<span class='warning'>You can feel something move...inside.</span>"
if(4)
if (prob(10))
affected_mob << "\red Your skin feels very loose."
affected_mob << "<span class='warning'>Your skin feels very loose.</span>"
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("beep, beep!", "Boop bop boop beep.", "kkkiiiill mmme", "I wwwaaannntt tttoo dddiiieeee..."))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
affected_mob << "<span class='warning'>You can feel... something...inside you.</span>"
if(5)
affected_mob <<"\red Your skin feels as if it's about to burst off..."
affected_mob <<"<span class='warning'>Your skin feels as if it's about to burst off...</span>"
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40)) //So everyone can feel like robot Seth Brundle

View File

@@ -31,14 +31,14 @@ STI KALY - blind
if(prob(1)&&prob(50))
affected_mob.say(pick("You shall not pass!", "Expeliarmus!", "By Merlins beard!", "Feel the power of the Dark Side!"))
if(prob(1)&&prob(50))
affected_mob << "\red You feel [pick("that you don't have enough mana.", "that the winds of magic are gone.", "an urge to summon familiar.")]"
affected_mob << "<span class='warning'>You feel [pick("that you don't have enough mana.", "that the winds of magic are gone.", "an urge to summon familiar.")]</span>"
if(3)
if(prob(1)&&prob(50))
affected_mob.say(pick("NEC CANTIO!","AULIE OXIN FIERA!", "STI KALY!", "TARCOL MINTI ZHERI!"))
if(prob(1)&&prob(50))
affected_mob << "\red You feel [pick("the magic bubbling in your veins","that this location gives you a +1 to INT","an urge to summon familiar.")]."
affected_mob << "<span class='warning'>You feel [pick("the magic bubbling in your veins","that this location gives you a +1 to INT","an urge to summon familiar.")].</span>"
if(4)
@@ -46,7 +46,7 @@ STI KALY - blind
affected_mob.say(pick("NEC CANTIO!","AULIE OXIN FIERA!","STI KALY!","EI NATH!"))
return
if(prob(1)&&prob(50))
affected_mob << "\red You feel [pick("the tidal wave of raw power building inside","that this location gives you a +2 to INT and +1 to WIS","an urge to teleport")]."
affected_mob << "<span class='warning'>You feel [pick("the tidal wave of raw power building inside","that this location gives you a +2 to INT and +1 to WIS","an urge to teleport")].</span>"
spawn_wizard_clothes(50)
if(prob(1)&&prob(1))
teleport()

View File

@@ -20,12 +20,12 @@
affected_mob << "Your throat feels scratchy."
affected_mob.take_organ_damage(1)
if (prob(9))
affected_mob << "\red Kill..."
affected_mob << "<span class='warning'>Kill...</span>"
if (prob(9))
affected_mob << "\red Kill..."
affected_mob << "<span class='warning'>Kill...</span>"
if(3)
if (prob(8))
affected_mob << "\red Your throat feels very scratchy."
affected_mob << "<span class='warning'>Your throat feels very scratchy.</span>"
affected_mob.take_organ_damage(1)
/*
if (prob(8))
@@ -35,20 +35,20 @@
affected_mob << "Your skin feels tight."
affected_mob.take_organ_damage(5)
if (prob(4))
affected_mob << "\red You feel a stabbing pain in your head."
affected_mob << "<span class='warning'>You feel a stabbing pain in your head.</span>"
affected_mob.Paralyse(2)
if (prob(4))
affected_mob << "\red You can feel something move...inside."
affected_mob << "<span class='warning'>You can feel something move...inside.</span>"
if(4)
if (prob(10))
affected_mob << pick("\red Your skin feels very tight.", "\red Your blood boils!")
affected_mob << pick("<span class='warning'>Your skin feels very tight.</span>", "<span class='warning'>Your blood boils!</span>")
affected_mob.take_organ_damage(8)
if (prob(20))
affected_mob.say(pick("You look delicious.", "Going to... devour you...", "Hsssshhhhh!"))
if (prob(8))
affected_mob << "\red You can feel... something...inside you."
affected_mob << "<span class='warning'>You can feel... something...inside you.</span>"
if(5)
affected_mob <<"\red Your skin feels impossibly calloused..."
affected_mob <<"<span class='warning'>Your skin feels impossibly calloused...</span>"
affected_mob.adjustToxLoss(10)
affected_mob.updatehealth()
if(prob(40))

View File

@@ -159,10 +159,10 @@
else if(istype(used_atom,/obj/item/weapon/weldingtool) && !(Co_TAKE in given_step))
var/obj/item/weapon/weldingtool/welder=used_atom
if(!welder.isOn())
user << "\blue You tap \the [holder] with your unlit welder. [pick("Ding","Dong")]."
user << "<span class='notice'>You tap \the [holder] with your unlit welder. [pick("Ding","Dong")].</span>"
return 0
if(!welder.remove_fuel(amount,user))
user << "\red You don't have enough fuel!"
user << "<span class='warning'>You don't have enough fuel!</span>"
return 0
//generic things
else

View File

@@ -139,7 +139,7 @@ Data storage vars:
arg_list = arguments
return 1
else
// world << "\red Invalid arguments supplied for [src.type], ref = \ref[src]"
// world << "<span class='warning'>Invalid arguments supplied for [src.type], ref = \ref[src]</span>"
return 0
proc/toggle_null_checks()

View File

@@ -154,29 +154,29 @@
precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
MM << "<span class='warning'>The Bluespace interface on your Bag of Holding interferes with the teleport!</span>"
return 1
teleportChecks()
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
teleatom.visible_message("<span class='warning'><B>The [teleatom] bounces off of the portal!</B></span>")
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM.visible_message("\red <B>The [MM] bounces off of the portal!</B>","\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.")
MM.visible_message("<span class='warning'><B>The [MM] bounces off of the portal!</B></span>","<span class='warning'>Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.</span>")
else
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
teleatom.visible_message("<span class='warning'><B>The [teleatom] bounces off of the portal!</B></span>")
return 0
if(destination.z == 2) //centcomm z-level
if(istype(teleatom, /obj/mecha))
var/obj/mecha/MM = teleatom
MM.occupant << "\red <B>The mech would not survive the jump to a location so far away!</B>"
MM.occupant << "<span class='warning'><B>The mech would not survive the jump to a location so far away!</B></span>"
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
teleatom.visible_message("\red <B>The Bag of Holding bounces off of the portal!</B>")
teleatom.visible_message("<span class='warning'><B>The Bag of Holding bounces off of the portal!</B></span>")
return 0
@@ -186,6 +186,6 @@
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
if(MM.locked_to_z != 0 && destination.z != MM.locked_to_z)
MM.visible_message("\red <b>[MM] bounces off the portal!</b>","\red You're unable to go to that destination!")
MM.visible_message("<span class='warning'><b>[MM] bounces off the portal!</b></span>","<span class='warning'>You're unable to go to that destination!</span>")
return 0
return 1

View File

@@ -556,12 +556,12 @@ datum/mind
if("clear")
if(src in ticker.mode.revolutionaries)
ticker.mode.revolutionaries -= src
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a revolutionary!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a revolutionary!</FONT></span>"
ticker.mode.update_rev_icons_removed(src)
special_role = null
if(src in ticker.mode.head_revolutionaries)
ticker.mode.head_revolutionaries -= src
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a head revolutionary!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a head revolutionary!</FONT></span>"
ticker.mode.update_rev_icons_removed(src)
special_role = null
log_admin("[key_name_admin(usr)] has de-rev'ed [current].")
@@ -570,9 +570,9 @@ datum/mind
if(src in ticker.mode.head_revolutionaries)
ticker.mode.head_revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>Revolution has been disappointed of your leader traits! You are a regular revolutionary now!</B></FONT>"
current << "<span class='danger'><FONT size = 3>Revolution has been disappointed of your leader traits! You are a regular revolutionary now!</FONT></span>"
else if(!(src in ticker.mode.revolutionaries))
current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT>"
current << "<span class='warning'><FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT></span>"
else
return
ticker.mode.revolutionaries += src
@@ -584,9 +584,9 @@ datum/mind
if(src in ticker.mode.revolutionaries)
ticker.mode.revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>You have proved your devotion to revoltion! Yea are a head revolutionary now!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have proved your devotion to revoltion! Yea are a head revolutionary now!</FONT></span>"
else if(!(src in ticker.mode.head_revolutionaries))
current << "\blue You are a member of the revolutionaries' leadership now!"
current << "<span class='notice'>You are a member of the revolutionaries' leadership now!</span>"
else
return
if (ticker.mode.head_revolutionaries.len>0)
@@ -608,24 +608,24 @@ datum/mind
if("autoobjectives")
ticker.mode.forge_revolutionary_objectives(src)
ticker.mode.greet_revolutionary(src,0)
usr << "\blue The objectives for revolution have been generated and shown to [key]"
usr << "<span class='notice'>The objectives for revolution have been generated and shown to [key]</span>"
if("flash")
if (!ticker.mode.equip_revolutionary(current))
usr << "\red Spawning flash failed!"
usr << "<span class='warning'>Spawning flash failed!</span>"
if("takeflash")
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
if (!flash)
usr << "\red Deleting flash failed!"
usr << "<span class='warning'>Deleting flash failed!</span>"
qdel(flash)
if("repairflash")
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
if (!flash)
usr << "\red Repairing flash failed!"
usr << "<span class='warning'>Repairing flash failed!</span>"
else
flash.broken = 0
@@ -638,7 +638,7 @@ datum/mind
fail |= !ticker.mode.equip_traitor(current, 1)
fail |= !ticker.mode.equip_revolutionary(current)
if (fail)
usr << "\red Reequipping revolutionary goes wrong!"
usr << "<span class='warning'>Reequipping revolutionary goes wrong!</span>"
else if (href_list["cult"])
switch(href_list["cult"])
@@ -650,7 +650,7 @@ datum/mind
var/datum/game_mode/cult/cult = ticker.mode
if (istype(cult))
cult.memoize_cult_objectives(src)
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a cultist!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a cultist!</FONT></span>"
memory = ""
log_admin("[key_name_admin(usr)] has de-cult'ed [current].")
if("cultist")
@@ -678,13 +678,13 @@ datum/mind
)
var/where = H.equip_in_one_of_slots(T, slots)
if (!where)
usr << "\red Spawning tome failed!"
usr << "<span class='warning'>Spawning tome failed!</span>"
else
H << "<span class='sinister'>A tome, a message from your new master, appears in your [where].</span>"
if("amulet")
if (!ticker.mode.equip_cultist(current))
usr << "\red Spawning amulet failed!"
usr << "<span class='warning'>Spawning amulet failed!</span>"
else if (href_list["wizard"])
switch(href_list["wizard"])
@@ -693,7 +693,7 @@ datum/mind
ticker.mode.wizards -= src
special_role = null
current.spellremove(current, config.feature_object_spell_system? "object":"verb")
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a wizard!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a wizard!</FONT></span>"
ticker.mode.update_wizard_icons_removed(src)
log_admin("[key_name_admin(usr)] has de-wizard'ed [current].")
if("wizard")
@@ -701,7 +701,7 @@ datum/mind
ticker.mode.wizards += src
special_role = "Wizard"
//ticker.mode.learn_basic_spells(current)
current << "<B>\red You are the Space Wizard!</B>"
current << "<B><span class='warning'>You are the Space Wizard!</B></span>"
ticker.mode.update_wizard_icons_added(src)
log_admin("[key_name_admin(usr)] has wizard'ed [current].")
if("lair")
@@ -712,7 +712,7 @@ datum/mind
ticker.mode.name_wizard(current)
if("autoobjectives")
ticker.mode.forge_wizard_objectives(src)
usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
usr << "<span class='notice'>The objectives for wizard [key] have been generated. You can edit them and anounce manually.</span>"
ticker.mode.update_all_wizard_icons()
else if (href_list["changeling"])
@@ -735,11 +735,11 @@ datum/mind
log_admin("[key_name_admin(usr)] has changeling'ed [current].")
if("autoobjectives")
ticker.mode.forge_changeling_objectives(src)
usr << "\blue The objectives for changeling [key] have been generated. You can edit them and anounce manually."
usr << "<span class='notice'>The objectives for changeling [key] have been generated. You can edit them and anounce manually.</span>"
if("initialdna")
if( !changeling || !changeling.absorbed_dna.len )
usr << "\red Resetting DNA failed!"
usr << "<span class='warning'>Resetting DNA failed!</span>"
else
current.dna = changeling.absorbed_dna[1]
current.real_name = current.dna.real_name
@@ -748,7 +748,7 @@ datum/mind
if("set_genomes")
if( !changeling )
usr << "\red No changeling!"
usr << "<span class='warning'>No changeling!</span>"
return
var/new_g = input(usr,"Number of genomes","Changeling",changeling.geneticpoints) as num
changeling.geneticpoints = Clamp(new_g, 0, 100)
@@ -773,7 +773,7 @@ datum/mind
log_admin("[key_name_admin(usr)] has vampired [current].")
if("autoobjectives")
ticker.mode.forge_vampire_objectives(src)
usr << "\blue The objectives for vampire [key] have been generated. You can edit them and announce manually."
usr << "<span class='notice'>The objectives for vampire [key] have been generated. You can edit them and announce manually.</span>"
else if (href_list["nuclear"])
switch(href_list["nuclear"])
@@ -784,7 +784,7 @@ datum/mind
special_role = null
for (var/datum/objective/nuclear/O in objectives)
objectives-=O
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a syndicate operative!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a syndicate operative!</FONT></span>"
log_admin("[key_name_admin(usr)] has de-nuke op'ed [current].")
if("nuclear")
if(!(src in ticker.mode.syndicates))
@@ -795,7 +795,7 @@ datum/mind
else
current.real_name = "[syndicate_name()] Operative #[ticker.mode.syndicates.len-1]"
special_role = "Syndicate"
current << "\blue You are a [syndicate_name()] agent!"
current << "<span class='notice'>You are a [syndicate_name()] agent!</span>"
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.greet_syndicate(src)
log_admin("[key_name_admin(usr)] has nuke op'ed [current].")
@@ -814,7 +814,7 @@ datum/mind
qdel(H.w_uniform)
if (!ticker.mode.equip_syndicate(current))
usr << "\red Equipping a syndicate failed!"
usr << "<span class='warning'>Equipping a syndicate failed!</span>"
if("tellcode")
var/code
for (var/obj/machinery/nuclearbomb/bombue in machines)
@@ -825,7 +825,7 @@ datum/mind
store_memory("<B>Syndicate Nuclear Bomb Code</B>: [code]", 0, 0)
current << "The nuclear authorization code is: <B>[code]</B>"
else
usr << "\red No valid nuke found!"
usr << "<span class='warning'>No valid nuke found!</span>"
else if (href_list["traitor"])
switch(href_list["traitor"])
@@ -833,7 +833,7 @@ datum/mind
if(src in ticker.mode.traitors)
ticker.mode.traitors -= src
special_role = null
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a traitor!</B></FONT>"
current << "<span class='danger'><FONT size = 3>You have been brainwashed! You are no longer a traitor!</FONT></span>"
log_admin("[key_name_admin(usr)] has de-traitor'ed [current].")
if(isAI(current))
var/mob/living/silicon/ai/A = current
@@ -854,7 +854,7 @@ datum/mind
if("autoobjectives")
ticker.mode.forge_traitor_objectives(src)
usr << "\blue The objectives for traitor [key] have been generated. You can edit them and anounce manually."
usr << "<span class='notice'>The objectives for traitor [key] have been generated. You can edit them and anounce manually.</span>"
else if (href_list["monkey"])
var/mob/living/L = current
@@ -867,7 +867,7 @@ datum/mind
var/mob/living/carbon/monkey/M = current
if (istype(H))
log_admin("[key_name(usr)] attempting to monkeyize [key_name(current)]")
message_admins("\blue [key_name_admin(usr)] attempting to monkeyize [key_name_admin(current)]")
message_admins("<span class='notice'>[key_name_admin(usr)] attempting to monkeyize [key_name_admin(current)]</span>")
src = null
M = H.monkeyize()
src = M.mind
@@ -882,7 +882,7 @@ datum/mind
var/mob/living/carbon/monkey/M = current
if (istype(H))
log_admin("[key_name(usr)] attempting to monkeyize and infect [key_name(current)]")
message_admins("\blue [key_name_admin(usr)] attempting to monkeyize and infect [key_name_admin(current)]", 1)
message_admins("<span class='notice'>[key_name_admin(usr)] attempting to monkeyize and infect [key_name_admin(current)]</span>", 1)
src = null
M = H.monkeyize()
src = M.mind
@@ -897,7 +897,7 @@ datum/mind
D.cure(0)
sleep(0) //because deleting of virus is doing throught spawn(0)
log_admin("[key_name(usr)] attempting to humanize [key_name(current)]")
message_admins("\blue [key_name_admin(usr)] attempting to humanize [key_name_admin(current)]")
message_admins("<span class='notice'>[key_name_admin(usr)] attempting to humanize [key_name_admin(current)]</span>")
var/obj/item/weapon/dnainjector/m2h/m2h = new
var/obj/item/weapon/implant/mobfinder = new(M) //hack because humanizing deletes mind --rastaf0
src = null
@@ -925,7 +925,7 @@ datum/mind
A.show_laws()
A.icon_state = "ai"
A << "\red <FONT size = 3><B>You have been patched! You are no longer malfunctioning!</B></FONT>"
A << "<span class='danger'><FONT size = 3>You have been patched! You are no longer malfunctioning!</FONT></span>"
message_admins("[key_name_admin(usr)] has de-malf'ed [A].")
log_admin("[key_name_admin(usr)] has de-malf'ed [A].")
@@ -1014,11 +1014,11 @@ datum/mind
total_TC += diff
if("uplink")
if (!ticker.mode.equip_traitor(current, !(src in ticker.mode.traitors)))
usr << "\red Equipping a syndicate failed!"
usr << "<span class='warning'>Equipping a syndicate failed!</span>"
else if (href_list["obj_announce"])
var/obj_count = 1
current << "\blue Your current objectives:"
current << "<span class='notice'>Your current objectives:</span>"
for(var/datum/objective/objective in objectives)
current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
@@ -1106,7 +1106,7 @@ datum/mind
current.real_name = "[syndicate_name()] Operative #[ticker.mode.syndicates.len-1]"
special_role = "Syndicate"
assigned_role = "MODE"
current << "\blue You are a [syndicate_name()] agent!"
current << "<span class='notice'>You are a [syndicate_name()] agent!</span>"
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.greet_syndicate(src)

View File

@@ -28,15 +28,15 @@ var/const/WIRE_BEACON_RX = 256 // beacon ping recv
/datum/wires/mulebot/UpdatePulsed(var/index)
switch(index)
if(WIRE_POWER1, WIRE_POWER2)
holder.visible_message("\blue \icon[holder] The charge light flickers.")
holder.visible_message("<span class='notice'>\icon[holder] The charge light flickers.</span>")
if(WIRE_AVOIDANCE)
holder.visible_message("\blue \icon[holder] The external warning lights flash briefly.")
holder.visible_message("<span class='notice'>\icon[holder] The external warning lights flash briefly.</span>")
if(WIRE_LOADCHECK)
holder.visible_message("\blue \icon[holder] The load platform clunks.")
holder.visible_message("<span class='notice'>\icon[holder] The load platform clunks.</span>")
if(WIRE_MOTOR1, WIRE_MOTOR2)
holder.visible_message("\blue \icon[holder] The drive motor whines briefly.")
holder.visible_message("<span class='notice'>\icon[holder] The drive motor whines briefly.</span>")
else
holder.visible_message("\blue \icon[holder] You hear a radio crackle.")
holder.visible_message("<span class='notice'>\icon[holder] You hear a radio crackle.</span>")
// HELPER PROCS

View File

@@ -16,17 +16,17 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
switch(index)
if(WIRE_BOOM)
if (P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.loc.visible_message("<span class='warning'>\icon[holder] An alarm sounds! It's go-</span>")
P.timer = 0
if(WIRE_UNBOLT)
P.loc.visible_message("\blue \icon[holder] The bolts spin in place for a moment.")
P.loc.visible_message("<span class='notice'>\icon[holder] The bolts spin in place for a moment.</span>")
if(WIRE_DELAY)
playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bomb chirps.")
P.loc.visible_message("<span class='notice'>\icon[holder] The bomb chirps.</span>")
P.timer += 10
if(WIRE_PROCEED)
playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] The bomb buzzes ominously!")
P.loc.visible_message("<span class='warning'>\icon[holder] The bomb buzzes ominously!</span>")
if (P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
P.timer = 60
if (P.timer >= 21)
@@ -36,7 +36,7 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
if(WIRE_ACTIVATE)
if(!P.active && !P.defused)
playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
P.loc.visible_message("\red \icon[holder] You hear the bomb start ticking!")
P.loc.visible_message("<span class='warning'>\icon[holder] You hear the bomb start ticking!</span>")
P.active = 1
if(!P.open_panel) //Needs to exist in case the wire is pulsed with a signaler while the panel is closed
P.icon_state = "syndicate-bomb-active"
@@ -44,7 +44,7 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
P.icon_state = "syndicate-bomb-active-wires"
processing_objects.Add(P)
else
P.loc.visible_message("\blue \icon[holder] The bomb seems to hesitate for a moment.")
P.loc.visible_message("<span class='notice'>\icon[holder] The bomb seems to hesitate for a moment.</span>")
P.timer += 5
/datum/wires/syndicatebomb/UpdateCut(var/index, var/mended)
@@ -55,7 +55,7 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
if(WIRE_EXPLODE)
if(!mended)
if(P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.loc.visible_message("<span class='warning'>\icon[holder] An alarm sounds! It's go-</span>")
P.timer = 0
else
P.defused = 1
@@ -64,15 +64,15 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
if(WIRE_UNBOLT)
if (!mended && P.anchored)
playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
P.loc.visible_message("\blue \icon[holder] The bolts lift out of the ground!")
P.loc.visible_message("<span class='notice'>\icon[holder] The bolts lift out of the ground!</span>")
P.anchored = 0
if(WIRE_PROCEED)
if(!mended && P.active)
P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
P.loc.visible_message("<span class='warning'>\icon[holder] An alarm sounds! It's go-</span>")
P.timer = 0
if(WIRE_ACTIVATE)
if (!mended && P.active)
P.loc.visible_message("\blue \icon[holder] The timer stops! The bomb has been defused!")
P.loc.visible_message("<span class='notice'>\icon[holder] The timer stops! The bomb has been defused!</span>")
P.icon_state = "syndicate-bomb-inactive-wires" //no cutting possible with the panel closed
P.active = 0
P.defused = 1

View File

@@ -14,7 +14,7 @@
hitsound = 'sound/weapons/ring.ogg'
suicide_act(mob/user)
viewers(user) << "\red <b>[user] wraps the cord of the [src.name] around \his neck! It looks like \he's trying to commit suicide.</b>"
viewers(user) << "<span class='warning'><b>[user] wraps the cord of the [src.name] around \his neck! It looks like \he's trying to commit suicide.</b></span>"
return(OXYLOSS)
/*/obj/item/weapon/syndicate_uplink
@@ -60,7 +60,7 @@
throw_range = 20
suicide_act(mob/user)
viewers(user) << "\red <b>[user] drops the [src.name] on the ground and steps on it causing \him to crash to the floor, bashing \his head wide open. </b>"
viewers(user) << "<span class='warning'><b>[user] drops the [src.name] on the ground and steps on it causing \him to crash to the floor, bashing \his head wide open. </b></span>"
return(OXYLOSS)
/obj/item/weapon/corncob
@@ -212,7 +212,7 @@
var/thrown_from
/obj/item/weapon/legcuffs/bolas/suicide_act(mob/living/user)
viewers(user) << "\red <b>[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide.</b>"
viewers(user) << "<span class='warning'><b>[user] is wrapping the [src.name] around \his neck! It looks like \he's trying to commit suicide.</b></span>"
return(OXYLOSS)
/obj/item/weapon/legcuffs/bolas/throw_at(var/atom/A, throw_range, throw_speed)
@@ -220,7 +220,7 @@
if(istype(usr, /mob/living/carbon/human)) //if the user is human
var/mob/living/carbon/human/H = usr
if((M_CLUMSY in H.mutations) && prob(50))
H <<"\red You smack yourself in the face while swinging the [src]!"
H <<"<span class='warning'>You smack yourself in the face while swinging the [src]!</span>"
H.Stun(2)
H.drop_item(src)
return
@@ -268,7 +268,7 @@
throw_failed()
return
else //walking, but uncuffed, or the running prob() failed
H << "\blue You stumble over the thrown bolas"
H << "<span class='notice'>You stumble over the thrown bolas</span>"
step(H, H.dir)
H.Stun(1)
throw_failed()
@@ -407,7 +407,7 @@
var/obj/item/weapon/grenade/iedcasing/IED = null
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</b>"
viewers(user) << "<span class='warning'><b>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</b></span>"
return (BRUTELOSS)
/obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob)
@@ -478,7 +478,7 @@
for(var/mob/O in viewers(H, null))
if(O == H)
continue
O.show_message("\red <B>[H] steps on \the [src].</B>", 1)
O.show_message("<span class='warning'><B>[H] steps on \the [src].</B></span>", 1)
if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
armed = 0
var/mob/living/simple_animal/SA = AM
@@ -672,7 +672,7 @@
attack_verb = list("whipped", "lashed", "disciplined", "tickled")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b>"
viewers(user) << "<span class='warning'><b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b></span>"
return (OXYLOSS)
/obj/item/weapon/module

View File

@@ -438,7 +438,7 @@ its easier to just keep the beam vertical.
if (!(istype(W, /obj/item/weapon/grab) ) && !(istype(W, /obj/item/weapon/plastique)) && !(istype(W, /obj/item/weapon/reagent_containers/spray)) && !(istype(W, /obj/item/weapon/packageWrap)) && !istype(W, /obj/item/device/detective_scanner))
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O << "\red <B>[src] has been hit by [user] with [W]</B>"
O << "<span class='warning'><B>[src] has been hit by [user] with [W]</B></span>"
return
*/
/atom/proc/add_hiddenprint(mob/living/M as mob)

View File

@@ -163,7 +163,7 @@
if(!istype(L) || L.buckled)
return
if(L.abiotic())
user << "\red <B>Subject cannot have abiotic items on.</B>"
user << "<span class='warning'><B>Subject cannot have abiotic items on.</B></span>"
return
for(var/mob/living/carbon/slime/M in range(1,L))
if(M.Victim == L)
@@ -191,7 +191,7 @@
return 1
else if(istype(item, /obj/item/weapon/crowbar))
if (occupant)
user << "\red You cannot disassemble this [src], it's occupado."
user << "<span class='warning'>You cannot disassemble this [src], it's occupado.</span>"
return
if (opened)
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
@@ -207,7 +207,7 @@
return 1
else if(istype(item, /obj/item/weapon/reagent_containers/glass))
if(beaker)
user << "\red A beaker is already loaded into the machine."
user << "<span class='warning'>A beaker is already loaded into the machine.</span>"
return
beaker = item
@@ -219,10 +219,10 @@
if (!ismob(G.affecting))
return
if (src.occupant)
user << "\blue <B>The scanner is already occupied!</B>"
user << "<span class='notice'><B>The scanner is already occupied!</B></span>"
return
if (G.affecting.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
user << "<span class='notice'><B>Subject cannot have abiotic items on.</B></span>"
return
if(G.affecting.buckled)
return

View File

@@ -36,7 +36,7 @@
if(sdisability)
M.sdisabilities|=sdisability
if(activation_message)
M << "\red [activation_message]"
M << "<span class='warning'>[activation_message]</span>"
else
testing("[name] has no activation message.")
@@ -48,7 +48,7 @@
if(sdisability)
M.sdisabilities &= ~sdisability
if(deactivation_message)
M << "\red [deactivation_message]"
M << "<span class='warning'>[deactivation_message]</span>"
else
testing("[name] has no deactivation message.")

View File

@@ -117,10 +117,10 @@
M.mutations.Add(mutation)
if(activation_messages.len)
var/msg = pick(activation_messages)
M << "\blue [msg]"
M << "<span class='notice'>[msg]</span>"
/datum/dna/gene/basic/deactivate(var/mob/M)
M.mutations.Remove(mutation)
if(deactivation_messages.len)
var/msg = pick(deactivation_messages)
M << "\red [msg]"
M << "<span class='warning'>[msg]</span>"

View File

@@ -46,7 +46,7 @@
owner.radiation = max(owner.radiation, 20)
for(var/mob/living/L in range(1, owner))
if(L == owner) continue
L << "\red You are enveloped by a soft green glow emanating from [owner]."
L << "<span class='warning'>You are enveloped by a soft green glow emanating from [owner].</span>"
L.radiation += 5
return
@@ -333,9 +333,9 @@
if (C == owner)
continue
if (src.variant == 2)
C << "\red [src.personalized_stink]"
C << "<span class='warning'>[src.personalized_stink]</span>"
else
C << "\red [stinkString()]"
C << "<span class='warning'>[stinkString()]</span>"
*/
@@ -419,7 +419,7 @@
if (istype(M,/mob/living/carbon/human/))
var/mob/living/carbon/human/H = M
H.visible_message("\red <b>[H.name]'s flesh melts right off! Holy shit!</b>")
H.visible_message("<span class='warning'><b>[H.name]'s flesh melts right off! Holy shit!</b></span>")
//if (H.gender == "female")
// playsound(H.loc, 'female_fallscream.ogg', 50, 0)
//else
@@ -435,6 +435,6 @@
//H.decomp_stage = 4
H.gib(1)
else
M.visible_message("\red <b>[usr.name] melts into a pile of bloody viscera!</b>")
M.visible_message("<span class='warning'><b>[usr.name] melts into a pile of bloody viscera!</b></span>")
M.gib(1)

View File

@@ -146,7 +146,7 @@
..()
for(var/mob/living/carbon/target in targets)
if (M_RESIST_COLD in target.mutations)
target.visible_message("\red A cloud of fine ice crystals engulfs [target.name], but disappears almost instantly!")
target.visible_message("<span class='warning'>A cloud of fine ice crystals engulfs [target.name], but disappears almost instantly!</span>")
return
var/handle_suit = 0
if(ishuman(target))
@@ -155,10 +155,10 @@
if(istype(H.wear_suit, /obj/item/clothing/suit/space))
handle_suit = 1
if(H.internal)
H.visible_message("\red A cloud of fine ice crystals engulfs [H]!",
H.visible_message("<span class='warning'>A cloud of fine ice crystals engulfs [H]!</span>",
"<span class='notice'>A cloud of fine ice crystals cover your [H.head]'s visor.</span>")
else
H.visible_message("\red A cloud of fine ice crystals engulfs [H]!",
H.visible_message("<span class='warning'>A cloud of fine ice crystals engulfs [H]!</span>",
"<span class='warning'>A cloud of fine ice crystals cover your [H.head]'s visor and make it into your air vents!.</span>")
H.bodytemperature = max(0, H.bodytemperature - 50)
H.adjustFireLoss(5)
@@ -167,7 +167,7 @@
target.adjustFireLoss(10)
target.ExtinguishMob()
target.visible_message("\red A cloud of fine ice crystals engulfs [target]!")
target.visible_message("<span class='warning'>A cloud of fine ice crystals engulfs [target]!</span>")
new/obj/effects/self_deleting(target.loc, icon('icons/effects/genetics.dmi', "cryokinesis"))
return
@@ -339,7 +339,7 @@
if(!do_mob(user,the_item,EAT_MOB_DELAY))
user << "<span class='warning'> You were interrupted before you could eat [the_item]!</span>"
else
user.visible_message("\red [user] eats \the [limb].")
user.visible_message("<span class='warning'>[user] eats \the [limb].</span>")
limb.droplimb("override" = 1, "spawn_limb" = 0)
doHeal(user)
else
@@ -434,7 +434,7 @@
if (istype(target.loc,/obj/))
var/obj/container = target.loc
target << "\red You leap and slam your head against the inside of [container]! Ouch!"
target << "<span class='warning'>You leap and slam your head against the inside of [container]! Ouch!</span>"
target.paralysis += 3
target.weakened += 5
container.visible_message("<span class='warning'><b>[container]</b> emits a loud thump and rattles a bit.</span>")

View File

@@ -268,7 +268,7 @@
M.dna.SetSEState(HULKBLOCK,0)
M.update_mutations() //update our mutation overlays
M.update_body()
M << "\red You suddenly feel very weak."
M << "<span class='warning'>You suddenly feel very weak.</span>"
M.Weaken(3)
M.emote("collapse")
*/

View File

@@ -48,7 +48,7 @@ Obviously, requires DNA2.
//M.dna.SetSEState(HULKBLOCK,0)
M.update_mutations() //update our mutation overlays
M.update_body()
M << "\red You suddenly feel very weak."
M << "<span class='warning'>You suddenly feel very weak.</span>"
M.Weaken(3)
M.emote("collapse")
@@ -75,7 +75,7 @@ Obviously, requires DNA2.
/spell/targeted/genetic/hulk/cast(list/targets, mob/user)
if (istype(user.loc,/mob))
usr << "\red You can't hulk out right now!"
usr << "<span class='warning'>You can't hulk out right now!</span>"
return
for(var/mob/living/carbon/human/M in targets)
M.hulk_time = world.time + src.duration

View File

@@ -136,11 +136,11 @@
equip_traitor(newtraitor)
traitors += newtraitor.mind
newtraitor << "\red <B>ATTENTION:</B> \black It is time to pay your debt to the Syndicate..."
newtraitor << "<span class='warning'><B>ATTENTION:</B> </span>It is time to pay your debt to the Syndicate..."
newtraitor << "<B>You are now a traitor.</B>"
newtraitor.mind.special_role = "traitor"
var/obj_count = 1
newtraitor << "\blue Your current objectives:"
newtraitor << "<span class='notice'>Your current objectives:</span>"
for(var/datum/objective/objective in newtraitor.mind.objectives)
newtraitor << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
@@ -191,10 +191,10 @@
forge_traitor_objectives(character.mind)
equip_traitor(character)
traitors += character.mind
character << "\red <B>You are the traitor.</B>"
character << "<span class='warning'><B>You are the traitor.</B></span>"
character.mind.special_role = "traitor"
var/obj_count = 1
character << "\blue Your current objectives:"
character << "<span class='notice'>Your current objectives:</span>"
for(var/datum/objective/objective in character.mind.objectives)
character << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++

View File

@@ -65,11 +65,11 @@ You must kill it all while minimizing the damage to the station."}
/datum/game_mode/blob/proc/greet_blob(var/datum/mind/blob)
blob.current << {"<B>\red You are infected by the Blob!</B>
blob.current << {"<B><span class='warning'>You are infected by the Blob!</B>
<b>Your body is ready to give spawn to a new blob core which will eat this station.</b>
<b>Find a good location to spawn the core and then take control and overwhelm the station! Make sure you are ON the station when you burst!</b>
<b>When you have found a location, wait until you spawn; this will happen automatically and you cannot speed up the process.</b>
<b>If you go outside of the station level, or in space, then you will die; make sure your location has plenty of space to expand.</b>"}
<b>If you go outside of the station level, or in space, then you will die; make sure your location has plenty of space to expand.</b></span>"}
return
/datum/game_mode/blob/proc/show_message(var/message)

View File

@@ -32,7 +32,7 @@
var/percent = round( 100.0 * start_state.score(end_state), 0.1)
world << "<B>The station is [percent]% intact.</B>"
log_game("Blob mode was won with station [percent]% intact.")
world << "\blue Rebooting in 30s"
world << "<span class='notice'>Rebooting in 30s</span>"
..()
return 1

View File

@@ -273,6 +273,6 @@
set name = "Psionic Message (15)"
set desc = "Give a psionic message to all creatures on and around the station."
world << "\red Your vision becomes cloudy, and your mind becomes clear."
world << "<span class='warning'>Your vision becomes cloudy, and your mind becomes clear.</span>"
spawn(5)
world << "<span class='blob'>[message]</span>"

View File

@@ -172,7 +172,7 @@
/obj/effect/blob/attackby(var/obj/item/weapon/W, var/mob/user)
user.delayNextAttack(10)
playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("\red <B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]")
src.visible_message("<span class='warning'><B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = 0
switch(W.damtype)
if("fire")

View File

@@ -131,10 +131,10 @@
var/count = 1
for(var/datum/objective/objective in borer.objectives)
if(objective.check_completion())
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
world << "<B>Objective #[count]</B>: [objective.explanation_text] <span class='good'><B>Success</B></span>"
feedback_add_details("borer_objective","[objective.type]|SUCCESS")
else
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
world << "<B>Objective #[count]</B>: [objective.explanation_text] <span class='warning'>Failed</span>"
feedback_add_details("borer_objective","[objective.type]|FAIL")
borerwin = 0
count++

View File

@@ -126,8 +126,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
/datum/game_mode/proc/greet_changeling(var/datum/mind/changeling, var/you_are=1)
if (you_are)
changeling.current << "<B>\red You are a changeling!</B>"
changeling.current << "<b>\red Use say \":g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them.</b>"
changeling.current << "<B><span class='warning'>You are a changeling!</B></span>"
changeling.current << "<b><span class='warning'>Use say \":g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them.</b></span>"
changeling.current << "<B>You must complete the following tasks:</B>"
if (changeling.current.mind)

View File

@@ -415,7 +415,7 @@
var/mob/M = locate(src) in mob_list
if(M == src)
yes = 1
usr << "[yes ? "\blue" : "\red"] You are [yes ? "" : "not "]in the mob list"
usr << "[yes ? "<span class='good'>" : "<span class='bad'>"] You are [yes ? "" : "not "]in the mob list</span>"
yes = 0
if(src in living_mob_list)
yes = 1
@@ -423,7 +423,7 @@
var/mob/M = locate(src) in living_mob_list
if(M == src)
yes = 1
usr << "[yes ? "\blue" : "\red"] You are [yes ? "" : "not "]in the living mob list"
usr << "[yes ? "<span class='good'>" : "<span class='bad'>"] You are [yes ? "" : "not "]in the living mob list</span>"
/mob/proc/changeling_returntolife()
set category = "Changeling"

View File

@@ -57,15 +57,15 @@
return
for(var/obj/machinery/door/D in T)
if(D.density)
D.visible_message("\red \The [D]'s motors whine as several great tendrils begin trying to force it open!")
D.visible_message("<span class='warning'>\The [D]'s motors whine as several great tendrils begin trying to force it open!</span>")
if(do_after(H,50) && prob(50))
D.open(1)
D.visible_message("\red [H.name] forces \the [D] open!")
D.visible_message("<span class='warning'>[H.name] forces \the [D] open!</span>")
// Open firedoors, too.
for(var/obj/machinery/door/firedoor/FD in D.loc)
if(FD && FD.density)
FD.open(1)
else
usr << "\red You fail to open \the [D]."
usr << "<span class='warning'>You fail to open \the [D].</span>"
return

View File

@@ -396,7 +396,7 @@
if(cult_mind in cult)
update_cult_icons_removed(cult_mind)
cult -= cult_mind
cult_mind.current << "\red <FONT size = 3><B>An unfamiliar white light flashes through your mind, cleansing the taint of the dark-one and the memories of your time as his servant with it.</B></FONT>"
cult_mind.current << "<span class='danger'><FONT size = 3>An unfamiliar white light flashes through your mind, cleansing the taint of the dark-one and the memories of your time as his servant with it.</FONT></span>"
cult_mind.memory = ""
if(show_message)

View File

@@ -18,7 +18,7 @@
return ..()
else
user.Paralyse(5)
user << "\red An unexplicable force powerfully repels the sword from [target]!"
user << "<span class='warning'>An unexplicable force powerfully repels the sword from [target]!</span>"
var/organ = ((user.hand ? "l_":"r_") + "arm")
var/datum/organ/external/affecting = user.get_organ(organ)
if(affecting.take_damage(rand(force/2, force))) //random amount of damage between half of the blade's force and the full force of the blade.
@@ -27,7 +27,7 @@
/obj/item/weapon/melee/cultblade/pickup(mob/living/user as mob)
if(!iscultist(user))
user << "\red An overwhelming feeling of dread comes over you as you pick up the cultist's sword. It would be wise to be rid of this blade quickly."
user << "<span class='warning'>An overwhelming feeling of dread comes over you as you pick up the cultist's sword. It would be wise to be rid of this blade quickly.</span>"
user.Dizzy(120)

View File

@@ -200,7 +200,7 @@
return 0
usr.say("Mah[pick("'","`")]weyh pleggh at e'ntrath!")
usr.show_message("\red The markings pulse with a small burst of light, then fall dark.", 3, "\red You hear a faint fizzle.", 2)
usr.show_message("<span class='warning'>The markings pulse with a small burst of light, then fall dark.</span>", 3, "<span class='warning'>You hear a faint fizzle.</span>", 2)
usr << "<span class='notice'> You remembered the words correctly, but the rune isn't working. Maybe your ritual is missing something important.</span>"
/////////////////////////////////////////FOURTH RUNE
@@ -350,14 +350,14 @@
if(!drain)
return fizzle()
usr.say ("Yu[pick("'","`")]gular faras desdae. Havas mithum javara. Umathar uf'kal thenar!")
usr.visible_message("\red Blood flows from the rune into [usr]!", \
usr.visible_message("<span class='warning'>Blood flows from the rune into [usr]!</span>", \
"<span class='warning'>The blood starts flowing from the rune and into your frail mortal body. You feel... empowered.</span>", \
"<span class='warning'>You hear a liquid flowing.</span>")
var/mob/living/user = usr
if(user.bhunger)
user.bhunger = max(user.bhunger-2*drain,0)
if(drain>=50)
user.visible_message("\red [user]'s eyes give off eerie red glow!", \
user.visible_message("<span class='warning'>[user]'s eyes give off eerie red glow!</span>", \
"<span class='warning'>...but it wasn't nearly enough. You crave, crave for more. The hunger consumes you from within.</span>", \
"<span class='warning'>You hear a heartbeat.</span>")
user.bhunger += drain
@@ -498,7 +498,7 @@
if(istype(src,/obj/effect/rune))
usr.say("Kla[pick("'","`")]atu barada nikt'o!")
for (var/mob/V in viewers(src))
V.show_message("\red The rune turns into gray dust, veiling the surrounding runes.", 3)
V.show_message("<span class='warning'>The rune turns into gray dust, veiling the surrounding runes.</span>", 3)
qdel(src)
else
usr.whisper("Kla[pick("'","`")]atu barada nikt'o!")
@@ -740,7 +740,7 @@
usr.whisper("[input]")
for(var/datum/mind/H in ticker.mode.cult)
if (H.current)
H.current << "<span class='sinister'> \b [input]</span>"//changed from red to purple - Deity Link
H.current << "<span class='sinister'> <B>[input]</span></B>"//changed from red to purple - Deity Link
qdel(src)
return 1

View File

@@ -51,7 +51,7 @@
blind()
qdel(src)
if("runestun")
user << "\red To use this talisman, attack your target directly."
user << "<span class='warning'>To use this talisman, attack your target directly.</span>"
return
if("supply")
supply()

View File

@@ -83,7 +83,7 @@ AUTOMATED ALERT: Link to [command_name()] lost."}
blackbox.save_all_data_to_sql()
if (watchdog.waiting)
world << "\blue <B>Server will shut down for an automatic update in a few seconds.</B>"
world << "<span class='notice'><B>Server will shut down for an automatic update in a few seconds.</B></span>"
watchdog.signal_ready()
return
sleep(300)

View File

@@ -74,7 +74,7 @@
var/extra_law = "Crew authorized to know of pathogen [virus_name]'s existence are: Heads of command, any crew member with loyalty implant. Do not allow unauthorized personnel to gain knowledge of [virus_name]. Aid authorized personnel in quarantining and neutrlizing the outbreak. This law overrides all other laws."
for(var/mob/living/silicon/ai/M in world)
M.add_ion_law(extra_law)
M << "\red " + extra_law
M << "<span class='warning'></span>" + extra_law
/datum/game_mode/epidemic/proc/announce_to_kill_crew()
var/intercepttext = {"<FONT size = 3 color='red'><B>CONFIDENTIAL REPORT</FONT><HR>
@@ -104,8 +104,8 @@
crew += H
if(crew.len < 2)
world << "\red There aren't enough players for this mode!"
world << "\red Rebooting world in 5 seconds."
world << "<span class='warning'>There aren't enough players for this mode!</span>"
world << "<span class='warning'>Rebooting world in 5 seconds.</span>"
if(blackbox)
blackbox.save_all_data_to_sql()
@@ -195,10 +195,10 @@
for(var/mob/M in world)
if(M.client)
M << 'sound/machines/Alarm.ogg'
world << "\blue<b>Incoming missile detected.. Impact in 10..</b>"
world << "<span class='warning'><b>Incoming missile detected.. Impact in 10..</b></span>"
for (var/i=9 to 1 step -1)
sleep(10)
world << "\blue<b>[i]..</b>"
world << "<span class='warning'><b>[i]..</b></span>"
sleep(10)
enter_allowed = 0
if(ticker)
@@ -216,9 +216,9 @@
/datum/game_mode/epidemic/declare_completion()
if(finished == 1)
feedback_set_details("round_end_result","win - epidemic cured")
world << "\red <FONT size = 3><B> The virus outbreak was contained! The crew wins!</B></FONT>"
world << "<span class='danger'><FONT size = 3> The virus outbreak was contained! The crew wins!</FONT></span>"
else if(finished == 2)
feedback_set_details("round_end_result","loss - rev heads killed")
world << "\red <FONT size = 3><B> The crew succumbed to the epidemic!</B></FONT>"
world << "<span class='danger'><FONT size = 3> The crew succumbed to the epidemic!</FONT></span>"
..()
return 1

View File

@@ -364,72 +364,72 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
switch(rand(1,14))
if(1)
M << "<br>"
M << "\red THERE ARE [amount] [who2] ON THE STATION...LAWS UPDATED"
M << "<span class='warning'>THERE ARE [amount] [who2] ON THE STATION...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THERE ARE [amount] [who2] ON THE STATION")
if(2)
M << "<br>"
M << "\red [what2] ARE DANGEROUS TO HUMANS...LAWS UPDATED"
M << "<span class='warning'>[what2] ARE DANGEROUS TO HUMANS...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("[what2] ARE DANGEROUS TO HUMANS")
if(3)
M << "<br>"
M << "\red THE ESCAPE-SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION...LAWS UPDATED"
M << "<span class='warning'>THE ESCAPE-SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THE ESCAPE SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION")
if(4)
M << "<br>"
M << "\red HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE...LAWS UPDATED"
M << "<span class='warning'>HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE")
if(5)
M << "<br>"
M << "\red THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED"
M << "<span class='warning'>THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THE CAPTAIN, HOP AND HOS ARE [who2]")
if(6)
M << "<br>"
M << "\red THE STATION IS BUILT FOR [who2]...LAWS UPDATED"
M << "<span class='warning'>THE STATION IS BUILT FOR [who2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THE STATION IS BUILT FOR [who2]")
if(7)
M << "<br>"
M << "\red YOU ARE [amount] [who2]...LAWS UPDATED"
M << "<span class='warning'>YOU ARE [amount] [who2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("YOU ARE [amount] [who2]")
if(8)
M << "<br>"
M << "\red YOU MUST ALWAYS [aimust]...LAWS UPDATED"
M << "<span class='warning'>YOU MUST ALWAYS [aimust]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("YOU MUST ALWAYS [aimust]")
if(9)
M << "<br>"
M << "\red [area] [area2] [amount] [what2]...LAWS UPDATED"
M << "<span class='warning'>[area] [area2] [amount] [what2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("[area] [area2] [amount] [what2]")
if(10)
M << "<br>"
M << "\red [crew] is [target]...LAWS UPDATED"
M << "<span class='warning'>[crew] is [target]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("[crew] is [target]")
if(11)
M << "<br>"
M << "\red [define] IS A FORM OF HARM...LAWS UPDATED"
M << "<span class='warning'>[define] IS A FORM OF HARM...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("[define] IS A FORM OF HARM")
if(12)
M << "<br>"
M << "\red YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS... LAWS UPDATED"
M << "<span class='warning'>YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS... LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS")
if(13)
M << "<br>"
M << "\red [crew] is [allergysev] to [allergy]...LAWS UPDATED"
M << "<span class='warning'>[crew] is [allergysev] to [allergy]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("[crew] is [allergysev] to [allergy]")
if(14)
M << "<br>"
M << "\red THE STATION IS [who2pref] [who2]...LAWS UPDATED"
M << "<span class='warning'>THE STATION IS [who2pref] [who2]...LAWS UPDATED</span>"
M << "<br>"
M.add_ion_law("THE STATION IS [who2pref] [who2]")

View File

@@ -175,7 +175,7 @@ var/global/Holiday = null
world.update_status()
Holiday_Game_Start()
message_admins("\blue ADMIN: Event: [key_name(src)] force-set Holiday to \"[Holiday]\"")
message_admins("<span class='notice'>ADMIN: Event: [key_name(src)] force-set Holiday to \"[Holiday]\"</span>")
log_admin("[key_name(src)] force-set Holiday to \"[Holiday]\"")
@@ -218,7 +218,7 @@ var/global/Holiday = null
if(S.z != 1) continue
containers += S
message_admins("\blue DEBUG: Event: Egg spawned at [Egg.loc] ([Egg.x],[Egg.y],[Egg.z])")*/
message_admins("<span class='notice'>DEBUG: Event: Egg spawned at [Egg.loc] ([Egg.x],[Egg.y],[Egg.z])</span>")*/
if("End of the World")
if(prob(eventchance)) GameOver()

View File

@@ -17,21 +17,21 @@ s_cooldown ticks off each second based on the suit recharge proc, in seconds. De
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
var/mob/living/carbon/human/U = affecting
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
U << "<span class='warning'>You must be conscious and solid to do this.</span>"//It's not a problem of stat==2 since the ninja will explode anyway if they die.
return 1
else if(C&&cell.charge<C*10)
U << "\red Not enough energy."
U << "<span class='warning'>Not enough energy.</span>"
return 1
switch(X)
if(1)
cancel_stealth()//Get rid of it.
if(2)
if(s_bombs<=0)
U << "\red There are no more smoke bombs remaining."
U << "<span class='warning'>There are no more smoke bombs remaining.</span>"
return 1
if(3)
if(a_boost<=0)
U << "\red You do not have any more adrenaline boosters."
U << "<span class='warning'>You do not have any more adrenaline boosters.</span>"
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
@@ -56,7 +56,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
if(!ninjacost(,2))
var/mob/living/carbon/human/U = affecting
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
U << "<span class='notice'>There are <B>[s_bombs]</B> smoke bombs remaining.</span>"
var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
smoke.set_up(10, 0, U.loc)
smoke.start()
@@ -97,7 +97,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
s_coold = 1
cell.charge-=(C*10)
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
U << "<span class='danger'>The VOID-shift device is malfunctioning, teleportation failed.</span>"
return
//=======//RIGHT CLICK TELEPORT//=======//
@@ -131,7 +131,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
s_coold = 1
cell.charge-=(C*10)
else
U << "\red You cannot teleport into solid walls or from solid matter"
U << "<span class='warning'>You cannot teleport into solid walls or from solid matter</span>"
return
//=======//EM PULSE//=======//
@@ -170,7 +170,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
U.put_in_hands(W)
cell.charge-=(C*10)
else
U << "\red You can only summon one blade. Try dropping an item first."
U << "<span class='warning'>You can only summon one blade. Try dropping an item first.</span>"
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
if(!U.get_active_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
@@ -215,7 +215,7 @@ This could be a lot better but I'm too tired atm.*/
cell.charge-=(C*10)
A.process()
else
U << "\red There are no targets in view."
U << "<span class='warning'>There are no targets in view.</span>"
return
//=======//ENERGY NET//=======//
@@ -244,7 +244,7 @@ Must right click on a mob to activate.*/
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
for(var/mob/O in viewers(U, 3))
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
O.show_message(text("<span class='warning'>[] caught [] with an energy net!</span>", U, M), 1)
E.affecting = M
E.master = U
spawn(0)//Parallel processing.
@@ -286,7 +286,7 @@ Movement impairing would indicate drugs and the like.*/
spawn(70)
reagents.reaction(U, 2)
reagents.trans_id_to(U, "radium", a_transfer)
U << "\red You are beginning to feel the after-effect of the injection."
U << "<span class='warning'>You are beginning to feel the after-effect of the injection.</span>"
a_boost--
s_coold = 3
return
@@ -309,10 +309,10 @@ Or otherwise known as anime mode. Which also happens to be ridiculously powerful
var/mob/living/carbon/human/U = affecting
if(!U.incorporeal_move)
U.incorporeal_move = 2
U << "\blue You will now phase through solid matter."
U << "<span class='notice'>You will now phase through solid matter.</span>"
else
U.incorporeal_move = 0
U << "\blue You will no-longer phase through solid matter."
U << "<span class='notice'>You will no-longer phase through solid matter.</span>"
return
//=======//5 TILE TELEPORT/GIB//=======//
@@ -351,7 +351,7 @@ Or otherwise known as anime mode. Which also happens to be ridiculously powerful
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
U << "<span class='danger'>The VOID-shift device is malfunctioning, teleportation failed.</span>"
return
//=======//TELEPORT BEHIND MOB//=======//
@@ -425,7 +425,7 @@ This is so anime it hurts. But that's the point.*/
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
U << "<span class='danger'>The VOID-shift device is malfunctioning, teleportation failed.</span>"
else
U << "\red There are no targets in view."
U << "<span class='warning'>There are no targets in view.</span>"
return

View File

@@ -100,7 +100,7 @@ var/ninja_confirmed_selection = 0
/proc/space_ninja_arrival(var/assign_key = null, var/assign_mission = null)
if(ninja_selection_active)
usr << "\red Ninja selection already in progress. Please wait until it ends."
usr << "<span class='warning'>Ninja selection already in progress. Please wait until it ends.</span>"
return
var/datum/game_mode/current_mode = ticker.mode
@@ -180,7 +180,7 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
break
if(!candidate_mob)
usr << "\red The randomly chosen mob was not found in the second check."
usr << "<span class='warning'>The randomly chosen mob was not found in the second check.</span>"
return
ninja_selection_active = 1
@@ -189,7 +189,7 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
spawn(1)
if(alert(candidate_mob, "You have been selected to play as a space ninja. Would you like to play as this role? (You have 30 seconds to accept - You will spawn in 30 seconds if you accept)",,"Yes","No")!="Yes")
usr << "\red The selected candidate for space ninja declined."
usr << "<span class='warning'>The selected candidate for space ninja declined.</span>"
return
ninja_confirmed_selection = this_selection_id
@@ -197,12 +197,12 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
spawn(300)
if(!ninja_selection_active || (this_selection_id != ninja_selection_id ))
ninja_selection_active = 0
candidate_mob << "\red Sorry, you were too late. You only had 30 seconds to accept."
candidate_mob << "<span class='warning'>Sorry, you were too late. You only had 30 seconds to accept.</span>"
return
if(ninja_confirmed_selection != ninja_selection_id)
ninja_selection_active = 0
usr << "\red The ninja did not accept the role in time."
usr << "<span class='warning'>The ninja did not accept the role in time.</span>"
return
ninja_selection_active = 0
@@ -226,8 +226,8 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
xeno_list += xeno
if(assign_mission)
new_ninja.mind.store_memory("<B>Mission:</B> \red [assign_mission].<br>")
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red <B>[assign_mission]</B>"
new_ninja.mind.store_memory("<B>Mission:</B> <span class='warning'>[assign_mission].<br></span>")
new_ninja << "<span class='notice'>\nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded <span class='danger'><B>SPACE NINJA</B>!<span class='notice'>You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: </span><span class='warning'>[assign_mission]</span></span></span>"
else
if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous.
//Here we want the ninja to murder all the queens. The other aliens don't really matter.
@@ -374,11 +374,11 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
ninja_mind.objectives += ninja_objective
var/directive = generate_ninja_directive(side)
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red <B>[directive]</B>"
new_ninja.mind.store_memory("<B>Directive:</B> \red [directive]<br>")
new_ninja << "<span class='notice'>\nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded <span class='danger'><B>SPACE NINJA</B>!<span class='notice'>You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: </span><span class='warning'>[directive]</span></span></span>"
new_ninja.mind.store_memory("<B>Directive:</B> <span class='warning'>[directive]<br></span>")
var/obj_count = 1
new_ninja << "\blue Your current objectives:"
new_ninja << "<span class='notice'>Your current objectives:</span>"
for(var/datum/objective/objective in ninja_mind.objectives)
new_ninja << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
@@ -483,7 +483,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
space_ninja_arrival(input, mission)
message_admins("\blue [key_name_admin(key)] has spawned [input] as a Space Ninja.\nTheir <b>mission</b> is: [mission]")
message_admins("<span class='notice'>[key_name_admin(key)] has spawned [input] as a Space Ninja.\nTheir <b>mission</b> is: [mission]</span>")
log_admin("[key] used Spawn Space Ninja.")
return
@@ -559,17 +559,17 @@ As such, it's hard-coded for now. No reason for it not to be, really.
U:gloves.item_state = "s-ninjan"
else
if(U.mind.special_role!="Space Ninja")
U << "\red <B>f<>TaL <20><>RRoR</B>: 382200-*#00C<30>DE <B>RED</B>\nUNAU<41>HORIZED US<55> DET<45>C<EFBFBD><43><EFBFBD>eD\nCoMM<4D>NCING SUB-R0U<30>IN3 13...\nT<6E>RMInATING U-U-US<55>R..."
U << "<span class='danger'><B>f<>TaL <20><>RRoR</B>: 382200-*#00C<30>DE RED\nUNAU<41>HORIZED US<55> DET<45>C<EFBFBD><43><EFBFBD>eD\nCoMM<4D>NCING SUB-R0U<30>IN3 13...\nT<6E>RMInATING U-U-US<55>R...</span>"
U.gib()
return 0
if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
U << "\red <B>ERROR</B>: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
U << "<span class='danger'>ERROR: 100113 </span>UNABLE TO LOCATE HEAD GEAR\nABORTING..."
return 0
if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
U << "\red <B>ERROR</B>: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
U << "<span class='danger'>ERROR: 122011 </span>UNABLE TO LOCATE FOOT GEAR\nABORTING..."
return 0
if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
U << "\red <B>ERROR</B>: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
U << "<span class='danger'>ERROR: 110223 </span>UNABLE TO LOCATE HAND GEAR\nABORTING..."
return 0
affecting = U
@@ -704,7 +704,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
cancel_stealth()
U << browse(null, "window=spideros")
U << "\red Do or Die, <b>LET'S ROCK!!</b>"
U << "<span class='danger'>Do or Die, LET'S ROCK!!</span>"
/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
if(kamikaze)
@@ -725,7 +725,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
U.incorporeal_move = 0
kamikaze = 0
k_unlock = 0
U << "\blue Disengaging mode...\n\black<b>CODE NAME</b>: \red <b>KAMIKAZE</b>"
U << "<span class='notice'>Disengaging mode...\n\black<b>CODE NAME</b>: <span class='warning'><b>KAMIKAZE</b></span></span>"
//=======//AI VERBS//=======//
@@ -781,13 +781,13 @@ spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to
if(isturf(T) && T.is_plating())
attached = locate() in T
if(!attached)
U << "\red Warning: no exposed cable available."
U << "<span class='warning'>Warning: no exposed cable available.</span>"
else
U << "\blue Connecting to wire, stand still..."
U << "<span class='notice'>Connecting to wire, stand still...</span>"
if(do_after(U,50)&&!isnull(attached))
drain("WIRE",attached,U:wear_suit,src)
else
U << "\red Procedure interrupted. Protocol terminated."
U << "<span class='warning'>Procedure interrupted. Protocol terminated.</span>"
return
I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.

View File

@@ -13,4 +13,4 @@
if(turfs.len) //Pick a turf to spawn at if we can
var/turf/simulated/floor/T = pick(turfs)
new/obj/effect/plant_controller(T) //spawn a controller at turf
message_admins("\blue Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])")
message_admins("<span class='notice'>Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])</span>")

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