#Fixed ninja teleporting. It will not blackscreen when Phase Jaunting near the map edge.

#Phase Shift will no-longer show up in the Ninja verb panel. You can right-click on turfs only to use it.
#Ninjas can now spawn a sword in their active hand. Besides killing dudes, it's also useful for slicing through doors, lockers, walls, and so on. It'll disappear if dropped or thrown, and it cannot be placed in containers.
#Ninja mask now works differently when mimicking voice. You start out as "Unknown" and when toggling the voice changer it will randomly change your name with some variations.
#If you switch the name back to "Unknown" you will re-active voice masking which is much less silly this time. The only way for someone to determine your true name is to remove the mask. Postmodern Space Bushido demands that you only reveal your identity in honorable combat!
#Slightly updated sprites for ninja suit and accessories. Or as I'd like to call them, the Tron suit. Probably wip until I get enough motivation to redo it from scratch.

#People that respawn as death commandos are now manually chosen by an admin.
#Death commandos use the new suit sprites.
#Added a global proc for animations. Currently only used by ninjas.
#Moved around suit icons so they are grouped better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1433 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-04-10 22:41:23 +00:00
parent ae1d99ee73
commit 7b280b791a
28 changed files with 295 additions and 127 deletions

View File

@@ -40,6 +40,10 @@
if(stat & BROKEN)
return
if(istype(I, /obj/item/weapon/blade))
user << "You can't place that item inside the disposal unit."
return
var/obj/item/weapon/grab/G = I
if(istype(G)) // handle grabbed mob
if(ismob(G.affecting))
@@ -58,6 +62,7 @@
else
user.drop_item()
I.loc = src
user << "You place \the [I] into the [src]."
for(var/mob/M in viewers(src))

View File

@@ -56,7 +56,7 @@
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "swat_gl"
item_state = "s-ninja"
siemens_coefficient = 0
protective_temperature = 1100
heat_transfer_coefficient = 0.05

View File

@@ -3,7 +3,7 @@
/obj/item/clothing/mask
name = "mask"
icon = 'masks.dmi'
var/vchange = 0
var/vchange = 0//This doesn't seem to do anything. The voice changer gas mask is referenced by istype in say.dm /N
body_parts_covered = HEAD
/obj/item/clothing/mask/gas
@@ -41,13 +41,13 @@
icon_state = "s-ninja"
item_state = "s-ninja_mask"
var/mode = 1// 1=Night Vision |2=Thermal |3=Meson
vchange = 0
var/voice = "Unknown"
/obj/item/clothing/mask/gas/voice
name = "gas mask"
desc = "A close-fitting mask that can filter some environmental toxins or be connected to an air supply."
icon_state = "gas_mask"
vchange = 1
vchange = 1//See note avove./N
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply but does not work very well in hard vacuum."

View File

@@ -248,10 +248,10 @@
/obj/item/clothing/suit/armor/swat
name = "swat suit"
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
icon_state = "heavy"
item_state = "heavy"
icon_state = "deathcommando"
item_state = "swat_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 1.5
slowdown = 0.5
allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
// FIRE SUITS
@@ -356,7 +356,7 @@
/obj/item/clothing/suit/space/space_ninja
name = "ninja suit"
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider-Clan assassins."
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "s-ninja"
item_state = "s-ninja_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/weapon/ammo,/obj/item/weapon/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
@@ -364,7 +364,8 @@
radiation_protection = 0.75
canremove = 0
var/active = 0
var/energy = 100
var/charge = 10000.0
var/maxcharge = 10000.0//Super high capacity charge but abilities eat a chunk of it./N
/obj/item/clothing/suit/space/pirate
name = "pirate coat"

View File

@@ -1251,6 +1251,18 @@ Total SMES charging rate should not exceed total power generation rate, or an ov
name = "energy cutlass"
icon_state = "cutlass0"
/obj/item/weapon/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 70.0//Normal attacks deal very high damage.
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
w_class = 4.0//So you can't hide in your pocket or some such.
flags = FPRINT | TABLEPASS | NOSHIELD
var/affecting = null
/obj/item/weapon/table_parts
name = "table parts"
icon = 'items.dmi'

View File

@@ -881,3 +881,18 @@ proc/GaussRand(var/sigma)
//returns random gauss number, rounded to 'roundto'
proc/GaussRandRound(var/sigma,var/roundto)
return round(GaussRand(sigma),roundto)
proc/anim(a,b,c,d,e)
//a is location, b is animation icon, c is the layer, d is the flick animation, e is sleep time (optional).
//Make sure that c actually has a layer or the game will run time error.
var/atom/movable/overlay/animation = new(a)
animation.icon = b
animation.icon_state = "blank"
animation.layer = c:layer+1//++ won't work right here.
animation.master = a
flick(d, animation)
if(e)
sleep(e)
else
sleep(15)
del(animation)

View File

@@ -215,7 +215,7 @@
if (src.contents.len >= 7)
user << "The trashcan is full!"
return
if (istype(W, /obj/item/weapon/disk/nuclear))
if (istype(W, /obj/item/weapon/disk/nuclear)||istype(W, /obj/item/weapon/blade))
user << "This is far too important to throw away!"
return
if (istype(W, /obj/item/weapon/storage/))

View File

@@ -124,8 +124,37 @@
if (!src.requiresID())
//don't care who they are or what they have, act as if they're NOTHING
user = null
if (src.density && istype(I, /obj/item/weapon/card/emag))
if (src.density && (istype(I, /obj/item/weapon/card/emag)||istype(I, /obj/item/weapon/blade)))
src.operating = -1
if(istype(I, /obj/item/weapon/blade))
if(istype(src, /obj/machinery/door/airlock))
if((!src:arePowerSystemsOn()) || (stat & NOPOWER) || src:isWireCut(AIRLOCK_WIRE_DOOR_BOLTS))
var/obj/door_assembly/temp
var/failsafe=0
switch(src:doortype)
if(0) temp=new/obj/door_assembly/door_assembly_0(src.loc)
if(1) temp=new/obj/door_assembly/door_assembly_com(src.loc)
if(2) temp=new/obj/door_assembly/door_assembly_sec(src.loc)
if(3) temp=new/obj/door_assembly/door_assembly_eng(src.loc)
if(4) temp=new/obj/door_assembly/door_assembly_med(src.loc)
if(5) temp=new/obj/door_assembly/door_assembly_mai(src.loc)
if(6) temp=new/obj/door_assembly/door_assembly_ext(src.loc)
if(7) temp=new/obj/door_assembly/door_assembly_g(src.loc)
else failsafe=1
if(!failsafe)
temp.anchored=0
step_away(temp,usr,15)
else del(temp)
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The door has been sliced open by [] with an energy blade and kicked out of the way!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
del(src)
return
else
src:welded = 0
src:locked = 0
update_icon()
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The door has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
flick("door_spark", src)
sleep(6)
open()

View File

@@ -113,7 +113,7 @@
if (!src.requiresID())
//don't care who they are or what they have, act as if they're NOTHING
user = null
if (src.density && istype(I, /obj/item/weapon/card/emag))
if (src.density && (istype(I, /obj/item/weapon/card/emag)||istype(I, /obj/item/weapon/blade)))
src.operating = -1
flick(text("[]spark", src.base_state), src)
sleep(6)

View File

@@ -345,12 +345,45 @@ NINJA MASK
set name = "Toggle Voice"
set desc = "Toggles the voice synthesizer on or off."
set category = "Object"
if(src.vchange==0)
src.vchange=1
usr << "You enable the voice voice synthesizer."
var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off"))
if(vchange=="New Name")
var/chance = rand(1,100)
switch(chance)
if(1 to 50)//High chance of a regular name.
var/g = pick(0,1)
var/first = null
var/last = pick(last_names)
if(g==0)
first = pick(first_names_female)
else
first = pick(first_names_male)
voice = "[first] [last]"
if(51 to 80)//Smaller chance of a clown name.
var/first = pick(clown_names)
voice = "[first]"
if(81 to 90)//Small chance of a wizard name.
var/first = pick(wizard_first)
var/last = pick(wizard_second)
voice = "[first] [last]"
if(91 to 100)//Small chance of an existing crew name.
var/list/names = new()
for(var/mob/living/carbon/human/M in world)
if(M==usr||!M.client||!M.real_name) continue
names.Add(M)
if(!names.len)
voice = "Cuban Pete"//Smallest chance to be the man.
else
var/mob/picked = pick(names)
voice = picked.real_name
usr << "You are now mimicking <B>[voice]</B>."
return
else
src.vchange=0
usr << "You disable the voice synthesizer."
if(voice!="Unknown")
usr << "You deactivate the voice synthesizer."
voice = "Unknown"
else
usr << "The voice synthesizer is already deactivated."
return
/obj/item/clothing/mask/gas/space_ninja/verb/switchm()
set name = "Switch Mode"
@@ -388,4 +421,4 @@ NINJA MASK
else
voice = "active"
usr << "<B>[mode]</B> is active."
usr << "Voice mimicking algorithm is <B>[voice]</B>."
usr << "Voice mimicking algorithm is set to <B>[voice]</B>."

View File

@@ -1,9 +1,9 @@
/*
CONTAINS:
SWORD
BLADE
AXE
STUN BATON
*/
@@ -51,6 +51,19 @@ STUN BATON
New()
color = "red"
// BLADE
//Two procs to delete the item if dropped or thrown.
//Most of the other special functions are handled in their own files.
/obj/item/weapon/blade/dropped()
del(src)
return
/obj/item/weapon/blade/proc/throw()
del(src)
return
// AXE
/obj/item/weapon/axe/attack(target as mob, mob/user as mob)
@@ -71,9 +84,6 @@ STUN BATON
src.add_fingerprint(user)
return
// STUN BATON
/obj/item/weapon/baton/update_icon()

View File

@@ -94,16 +94,19 @@
/obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((W.w_class > 3 || istype(W, /obj/item/weapon/secstorage)))
return
if ((istype(W, /obj/item/weapon/card/emag)) && (src.locked == 1) && (!src.emagged))
if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && (src.locked == 1) && (!src.emagged))
emagged = 1
src.overlays += image('storage.dmi', icon_sparking)
sleep(6)
src.overlays = null
overlays += image('storage.dmi', icon_locking)
locked = 0
user << "You short out the lock on [src]."
if(istype(W, /obj/item/weapon/blade))
user << "You slice through the lock on [src]."
else
user << "You short out the lock on [src]."
return
if ((W.w_class > 3 || istype(W, /obj/item/weapon/secstorage)))
return
if ((istype(W, /obj/item/weapon/screwdriver)) && (src.locked == 1))
sleep(6)

View File

@@ -167,13 +167,16 @@
else if(src.broken)
user << "\red It appears to be broken."
return
else if(istype(W, /obj/item/weapon/card/emag) && !src.broken)
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && !src.broken)
src.broken = 1
src.locked = 0
src.icon_state = src.icon_broken
for(var/mob/O in viewers(user, 3))
if ((O.client && !( O.blinded )))
O << text("\blue The locker has been broken by [user] with an electromagnetic card!")
if(istype(W, /obj/item/weapon/blade))
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
else
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
else if(src.allowed(user))
src.locked = !src.locked
for(var/mob/O in viewers(user, 3))

View File

@@ -247,7 +247,7 @@
overlays = null
overlays += redlight
return
else if (istype(W, /obj/item/weapon/card/emag) && locked &&!broken)
else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/blade)) && locked &&!broken)
overlays = null
overlays += emag
overlays += sparks

View File

@@ -125,6 +125,13 @@
if(isrobot(user))
return
if(istype(W, /obj/item/weapon/blade))
for(var/mob/O in viewers(user, 4))
O.show_message(text("\blue The table was sliced apart by []!", user), 1, text("\red You hear metal coming apart."), 2)
new /obj/item/weapon/table_parts( src.loc )
del(src)
return
user.drop_item()
if(W && W.loc) W.loc = src.loc
return
@@ -180,6 +187,14 @@
return
if(isrobot(user))
return
if(istype(W, /obj/item/weapon/blade))
for(var/mob/O in viewers(user, 4))
O.show_message(text("\blue The reinforced table was sliced apart by []!", user), 1, text("\red You hear metal coming apart."), 2)
new /obj/item/weapon/table_parts/reinforced( src.loc )
del(src)
return
user.drop_item()
if(W && W.loc) W.loc = src.loc
return

View File

@@ -360,6 +360,12 @@
user << "\blue You need more welding fuel to complete this task."
return
else if(istype(W, /obj/item/weapon/blade))
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message(text("\blue The wall was sliced through by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
return
else if(istype(W,/obj/item/apc_frame))
var/obj/item/apc_frame/AH = W
AH.try_build(src)
@@ -418,6 +424,16 @@
user << "\blue You removed the support rods."
W:welding = 1
if(istype(W, /obj/item/weapon/blade))
var/turf/T = user.loc
user << "\blue Slicing through reinforced wall."
sleep(100)
if ((user.loc == T && user.equipped() == W))
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message(text("\blue The reinforced wall was sliced through by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
return
else if (istype(W, /obj/item/weapon/wrench))
if (src.d_state == 4)
var/turf/T = user.loc
@@ -477,6 +493,7 @@
W:amount--
else
del(W)
if(istype(W,/obj/item/apc_frame))
var/obj/item/apc_frame/AH = W
AH.try_build(src)

View File

@@ -792,6 +792,8 @@ var/showadminmessages = 1
removed_paths += dirty_path
else if (ispath(path, /obj/item/weapon/gun/energy/pulse_rifle) && !(src.rank in list("Game Admin", "Game Master")))
removed_paths += dirty_path
else if (ispath(path, /obj/item/weapon/blade))//Not an item one should be able to spawn./N
removed_paths += dirty_path
else if (ispath(path, /obj/bhole) && !(src.rank in list("Game Admin", "Game Master")))
removed_paths += dirty_path
else if (ispath(path, /mob) && !(src.rank in list("Badmin", "Game Admin", "Game Master")))

View File

@@ -20,7 +20,7 @@ var/global/sent_strike_team = 0
return
if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")=="No")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's task is recommended from there.")
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
TRYAGAIN
@@ -40,8 +40,22 @@ var/global/sent_strike_team = 0
//Code for spawning a nuke auth code.
var/nuke_code = "[rand(10000, 99999.0)]"
//Spawns commandos and equips them.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/mob/dead/observer/G
var/list/commandos = list()//actual commando ghosts as picked by the user.
var/list/candidates = list()//candidates for being a commando out of all the active ghosts in world.
for(G in world)
if(G.client)
if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
candidates.Add(G)
var/p=1
while(candidates.len&&p<=commandos_possible)
G = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate.
commandos.Add(G)
p++
//Spawns commandos and equips them.
for (var/obj/landmark/STARTLOC in world)
if (STARTLOC.name == "Commando")
var/mob/living/carbon/human/new_commando = new(STARTLOC.loc)
@@ -63,7 +77,8 @@ var/global/sent_strike_team = 0
//Creates mind stuff.
new_commando.mind = new
new_commando.mind.current = new_commando
new_commando.mind.assigned_role = "Death Commando"
new_commando.mind.assigned_role = "Centcom Contractor"
new_commando.mind.special_role = "Death Commando"
new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")//So they don't forget their code or mission.
new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
new_commando.resistances += "alien_embryo"
@@ -119,21 +134,16 @@ Useful for copy pasta since I'm lazy.*/
W.registered = new_commando.real_name
new_commando.equip_if_possible(W, new_commando.slot_wear_id)
var/list/candidates = list() // Picks a random ghost for the role. Mostly a copy of alien burst code.
for(var/mob/dead/observer/G in world)
if(G.client)
if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
candidates.Add(G)
if(candidates.len)
var/mob/dead/observer/G = pick(candidates)
if(commandos.len)
G = pick(commandos)
new_commando.mind.key = G.key//For mind stuff.
new_commando.client = G.client
del(G)
else
new_commando.key = "null"
new_commando.mind.key = new_commando.key
commando_number = commando_number-1
commando_number--
if (leader_selected == 0)
new_commando << "\blue \nYou are a Special Ops. commando in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
@@ -150,7 +160,7 @@ Useful for copy pasta since I'm lazy.*/
if (MANUAL.name == "Commando_Manual")
new /obj/item/weapon/gun/energy/pulse_rifle(MANUAL.loc)
var/obj/item/weapon/paper/PAPER = new(MANUAL.loc)
PAPER.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Cent. Com will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code]</b></p><p><b>Good luck, soldier!</b></p>"
PAPER.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code]</b></p><p><b>Good luck, soldier!</b></p>"
PAPER.name = "Spec. Ops. Manual"
for (var/obj/landmark/BOMB in world)
@@ -170,7 +180,7 @@ Useful for copy pasta since I'm lazy.*/
if(!src.authenticated || !src.holder)
src << "Only administrators may use this command."
return
if(!ticker)
if(!ticker.mode)//Apparently, this doesn't actually prevent anything. Huh
alert("The game hasn't started yet!")
return
@@ -212,23 +222,12 @@ Useful for copy pasta since I'm lazy.*/
new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves)
new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head)
new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/space_ninja(new_ninja), new_ninja.slot_wear_mask)
// new_ninja.equip_if_possible(new /obj/item/clothing/glasses/thermal(new_ninja), new_ninja.slot_glasses) //No longer necessary.
new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt)
new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store)
new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store)
var/obj/item/weapon/tank/emergency_oxygen/OXYTANK = new /obj/item/weapon/tank/emergency_oxygen(new_ninja)
new_ninja.equip_if_possible(OXYTANK, new_ninja.slot_s_store)
/* You know, I'm not really sure why space ninjas would need an ID card.
Running around as an unknown is badass and makes you manly
var/obj/item/weapon/card/id/W = new(new_ninja)
W.name = "[new_ninja.real_name]'s ID Card"
W.access = access_maint_tunnels
W.assignment = "Space Ninja"
W.registered = new_ninja.real_name
new_ninja.equip_if_possible(W, new_ninja.slot_wear_id)
*/
var/admin_name = src//In case admins want to spawn themselves as ninjas. Badmins
var/mob/dead/observer/G
@@ -256,10 +255,12 @@ Running around as an unknown is badass and makes you manly
new_ninja.verbs += /mob/proc/ninjajaunt
new_ninja.verbs += /mob/proc/ninjasmoke
new_ninja.verbs += /mob/proc/ninjapulse
new_ninja.verbs += /mob/proc/ninjablade
new_ninja.mind.special_verbs += /mob/proc/ninjashift
new_ninja.mind.special_verbs += /mob/proc/ninjajaunt
new_ninja.mind.special_verbs += /mob/proc/ninjasmoke
new_ninja.mind.special_verbs += /mob/proc/ninjapulse
new_ninja.mind.special_verbs += /mob/proc/ninjablade
message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children!", 1)
log_admin("[admin_name] used Spawn Space Ninja.")
@@ -267,6 +268,7 @@ Running around as an unknown is badass and makes you manly
//SPACE NINJA ABILITIES
/*
// src << "\red Something has gone awry and you are missing one or more pieces of equipment."
@@ -329,8 +331,8 @@ Running around as an unknown is badass and makes you manly
//X the same
for(var/turf/T in orange(10))
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue
if(T.y>world.maxy-4 || T.y<4) continue
if(T.x>world.maxx || T.x<1) continue
if(T.y>world.maxy || T.y<1) continue
if((T.y-mobloc.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
turfs += T
if(SOUTH)
@@ -338,8 +340,8 @@ Running around as an unknown is badass and makes you manly
//X the same
for(var/turf/T in orange(10))
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue
if(T.y>world.maxy-4 || T.y<4) continue
if(T.x>world.maxx || T.x<1) continue
if(T.y>world.maxy || T.y<1) continue
if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
turfs += T
if(EAST)
@@ -347,8 +349,8 @@ Running around as an unknown is badass and makes you manly
//Y the same
for(var/turf/T in orange(10))
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue
if(T.y>world.maxy-4 || T.y<4) continue
if(T.x>world.maxx || T.x<1) continue
if(T.y>world.maxy || T.y<1) continue
if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
turfs += T
if(WEST)
@@ -356,36 +358,23 @@ Running around as an unknown is badass and makes you manly
//Y the same
for(var/turf/T in orange(10))
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue
if(T.y>world.maxy-4 || T.y<4) continue
if(T.x>world.maxx || T.x<1) continue
if(T.y>world.maxy || T.y<1) continue
if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
turfs += T
else
return
if(!turfs.len) turfs += pick(/turf in orange(10))//Teleports randomly if there is no proper turf in a line.
if(!turfs.len)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge.
src << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
return
picked = pick(turfs)
spawn(0)
var/atom/movable/overlay/animation = new(mobloc)
animation.icon = 'mob.dmi'
animation.icon_state = "blank"
animation.layer = src.layer + 1
animation.master = mobloc
flick("phaseout", animation)
sleep(15)
del(animation)
anim(mobloc,'mob.dmi',src,"phaseout")
src.loc = picked
spawn(0)
var/atom/movable/overlay/animation = new(src.loc)
animation.icon = 'mob.dmi'
animation.icon_state = "blank"
animation.layer = src.layer + 1
animation.master = src
flick("phasein", animation)
sleep(15)
del(animation)
anim(src.loc,'mob.dmi',src,"phasein")
spawn(0) //Any living mobs in teleport area are gibbed.
for(var/mob/living/M in picked)
@@ -398,7 +387,7 @@ Running around as an unknown is badass and makes you manly
/mob/proc/ninjashift(var/turf/T in oview())
set name = "Phase Shift"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = "Ninja"
set category = null//So it does not show up on the panel can still be right-clicked.
if(src.stat)
src << "\red You must be conscious to do this."
@@ -412,26 +401,12 @@ Running around as an unknown is badass and makes you manly
var/turf/mobloc = get_turf(src.loc)
spawn(0)
var/atom/movable/overlay/animation = new(mobloc)
animation.icon = 'mob.dmi'
animation.icon_state = "blank"
animation.layer = src.layer + 1
animation.master = mobloc
flick("phaseout", animation)
sleep(15)
del(animation)
anim(mobloc,'mob.dmi',src,"phaseout")
src.loc = T
spawn(0)
var/atom/movable/overlay/animation = new(src.loc)
animation.icon = 'mob.dmi'
animation.icon_state = "blank"
animation.layer = src.layer + 1
animation.master = src
flick("phasein", animation)
sleep(15)
del(animation)
anim(src.loc,'mob.dmi',src,"phasein")
spawn(0) //Any living mobs in teleport area are gibbed.
for(var/mob/living/M in T)
@@ -456,12 +431,23 @@ Running around as an unknown is badass and makes you manly
//subtract cost(25)
/*
/mob/proc/ninjablade()
//Summon Energy Blade
//Summons a blade of energy in active hand.
name = ""
tab = "ninja"
desc = ""
cost = 0
*/
set name = "Energy Blade"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja"
if(src.stat)
src << "\red You must be conscious to do this."
return
//add energy cost check
//add warning message for low energy
if(!src.get_active_hand()&&!istype(src.get_inactive_hand(), /obj/item/weapon/blade))
var/obj/item/weapon/blade/W = new()
src.put_in_hand(W)
/*
/mob/proc/ninjastar(var/mob/living/M in oview())
*/

View File

@@ -12,13 +12,6 @@
var/imax = rand(5,20)
for(var/i = 0,i<imax,i++)
message += "E"
if(src.mutantrace == "golem")
if(copytext(message, 1, 2) != "*")
if(copytext(message, 1, 2) == ";")
message = ";"
else
message = ""
message += "..."
if(istype(src.virus, /datum/disease/pierrot_throat))
var/list/temp_message = dd_text2list(message, " ")
var/list/pick_list = list()
@@ -31,10 +24,26 @@
temp_message[H] = "HONK"
pick_list -= H
message = dd_list2text(temp_message, " ")
//Ninja mask obscures text but not voice. You should still come up as your own name.
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja)&&!src.wear_mask:vchange)
//Ninja mask obscures text and voice if set to do so.
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja)&&src.wear_mask:voice=="Unknown")
if(copytext(message, 1, 2) != "*")
//This text is hilarious.
var/list/temp_message = dd_text2list(message, " ")
var/list/pick_list = list()
for(var/i = 1, i <= temp_message.len, i++)
pick_list += i
for(var/i=1, i <= abs(temp_message.len/3), i++)
var/H = pick(pick_list)
if(findtext(temp_message[H], "*") || findtext(temp_message[H], ";") || findtext(temp_message[H], ":")) continue
temp_message[H] = ninjaspeak(temp_message[H])
pick_list -= H
message = dd_list2text(temp_message, " ")
message = dd_replaceText(message, "o", "<22>")
message = dd_replaceText(message, "p", "<22>")
message = dd_replaceText(message, "l", "<22>")
message = dd_replaceText(message, "s", "<22>")
message = dd_replaceText(message, "u", "<22>")
message = dd_replaceText(message, "b", "<22>")
/*This text is hilarious but also absolutely retarded.
message = dd_replaceText(message, "l", "r")
message = dd_replaceText(message, "rr", "ru")
message = dd_replaceText(message, "v", "b")
@@ -60,6 +69,7 @@
message = dd_replaceText(message, "than", "sen")
message = dd_replaceText(message, ".", "")
message = lowertext(message)
*/
..(message)
/mob/living/carbon/human/say_understands(var/other)

View File

@@ -278,9 +278,10 @@
if (italics)
message_a = "<i>[message_a]</i>"
if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
rendered = "<span class='game say'><span class='name'>[src.name]</span> <span class='message'>[message_a]</span></span>"
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja))
rendered = "<span class='game say'><span class='name'>[src.wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
else
rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"

View File

@@ -229,15 +229,15 @@
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""
n = length(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1
while(p <= n)
var/n_letter = copytext(te, p, p + 1)
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80))
if (prob(10))
n_letter = text("[n_letter][n_letter][n_letter][n_letter]")
n_letter = text("[n_letter][n_letter][n_letter][n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter][n_letter][n_letter]")
@@ -246,8 +246,34 @@
n_letter = null
else
n_letter = text("[n_letter][n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/ninjaspeak(n)
//The difference with stutter is that this proc can stutter more than 1 letter
//The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
//It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p++
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
@@ -977,16 +1003,16 @@
..()
return
/mob/proc/show_message(msg, type, alt, alt_type)
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!src.client) return
if (type)
if ((type & 1 && (src.sdisabilities & 1 || (src.blinded || src.paralysis))))
if ((type & 1 && (src.sdisabilities & 1 || (src.blinded || src.paralysis))))//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 2 && (src.sdisabilities & 4 || src.ear_deaf)))
if ((type & 2 && (src.sdisabilities & 4 || src.ear_deaf)))//Hearing related
if (!( alt ))
return
else

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