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* Religious Converting * Comments * Fix it for real this time * Fixes and testing * Debug code, and other idiocy * HTML * Fixes some things, not all * 2nd round of fixes - Changes the verb to an ability - Changes logging - Changes macro Not complete yet ! * Fixes mostly everything * Finishes it * Reminds leaders of their conversion method * Memes * Chaplains can examine people of their religion. * A few sanity with regards to relgious converting - Admins can't convert a guy who is already a leader - Religious leaders can't convert other religious leaders - When you convert a guy from another religion, it automatically kicks him from his faith * Thanks Damaian * Spelling and redundancy * Runtimes
190 lines
6.4 KiB
Plaintext
190 lines
6.4 KiB
Plaintext
/* Station-Collision(sc) away mission map specific stuff
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*
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* Notes:
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* Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
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*
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* Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
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* for anyone who wants to make their own stuff.
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*
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* Contains:
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* Areas
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* Landmarks
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* Guns
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* Safe code hints
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* Captain's safe
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* Modified Nar-Sie
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*/
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/*
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* Areas
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*/
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//Gateroom gets its own APC specifically for the gate
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/area/awaymission/gateroom
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//Library, medbay, storage room
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/area/awaymission/southblock
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//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
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/area/awaymission/arrivalblock
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//Crew quarters, cafeteria, chapel
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/area/awaymission/midblock
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//engineering, bridge (not really north but it doesnt really need its own APC)
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/area/awaymission/northblock
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//That massive research room
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/area/awaymission/research
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//Syndicate shuttle
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/area/awaymission/syndishuttle
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/*
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* Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
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*/
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/obj/effect/landmark/sc_bible_spawner
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name = "Safecode hint spawner"
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/obj/effect/landmark/sc_bible_spawner/New()
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var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
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B.name = "The Holy book of the Geometer"
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B.my_rel = new /datum/religion/cult
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B.icon_state = "melted"
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B.item_state = "melted"
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new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
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new /obj/item/weapon/pen(B)
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qdel(src)
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/*
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* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
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*/
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//Captain's retro laser - Fires practice laser shots instead.
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obj/item/weapon/gun/energy/laser/retro/sc_retro
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name ="retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
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projectile_type = "/obj/item/projectile/beam/practice"
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clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
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//Syndicate silenced pistol. This definition is not necessary, it's just habit.
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/obj/item/weapon/gun/projectile/silenced/sc_silenced
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//Make it so that these guns only spawn with a couple bullets... if any
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/obj/item/weapon/gun/projectile/silenced/sc_silenced/New()
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..()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Syndicate sub-machine guns.
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
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/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
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..()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Barman's shotgun
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/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump
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/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump/New()
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..()
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for(var/ammo in loaded)
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if(prob(95)) //95% chance
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loaded -= ammo
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//Lasers
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/obj/item/weapon/gun/energy/laser/practice/sc_laser
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name = "Old laser"
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desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
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clumsy_check = 0
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/*
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* Safe code hints
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*/
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//These vars hold the code itself, they'll be generated at round-start
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var/sc_safecode1 = "[rand(0,9)]"
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var/sc_safecode2 = "[rand(0,9)]"
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var/sc_safecode3 = "[rand(0,9)]"
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var/sc_safecode4 = "[rand(0,9)]"
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var/sc_safecode5 = "[rand(0,9)]"
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//Pieces of paper actually containing the hints
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/obj/item/weapon/paper/sc_safehint_paper_prison
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name = "smudged paper"
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/obj/item/weapon/paper/sc_safehint_paper_prison/New()
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..()
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info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[sc_safecode1]**[sc_safecode4]*'"
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/obj/item/weapon/paper/sc_safehint_paper_hydro
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name = "shredded paper"
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/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
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..()
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info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[sc_safecode2]'"
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/obj/item/weapon/paper/sc_safehint_paper_caf
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name = "blood-soaked paper"
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//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
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info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
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/obj/item/weapon/paper/sc_safehint_paper_bible
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name = "hidden paper"
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/obj/item/weapon/paper/sc_safehint_paper_bible/New()
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..()
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info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
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However you can make out the last three digits:</i>'[sc_safecode3][sc_safecode4][sc_safecode5]'
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"}
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/obj/item/weapon/paper/sc_safehint_paper_shuttle
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info = {"<b>Target:</b> Research-station Epsilon<br>
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<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
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<br>
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Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
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Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
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secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.<br>
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<br>
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<u>As always, eliminate anyone who gets in the way.</u><br>
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<br>
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Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
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It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
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"}
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/*
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* Captain's safe
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*/
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/obj/item/weapon/storage/secure/safe/sc_ssafe
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name = "Captain's secure safe"
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/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
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..()
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l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
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l_set = 1
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new /obj/item/weapon/gun/energy/mindflayer(src)
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new /obj/item/device/soulstone(src)
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new /obj/item/clothing/head/helmet/space/cult(src)
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new /obj/item/clothing/suit/space/cult(src)
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//new /obj/item/weapon/teleportation_scroll(src)
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new /obj/item/weapon/ore/diamond(src)
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/**
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* Modified Nar-Sie.
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*/
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/obj/machinery/singularity/narsie/wizard/sc_Narsie
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desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
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move_self = 0 // Contained narsie does not move!
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/*
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* Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment.
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*/
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/obj/machinery/singularity/narsie/wizard/sc_Narsie/admin_investigate_setup()
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return
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/obj/machinery/singularity/narsie/wizard/sc_Narsie/process()
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eat()
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if (prob(25))
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mezzer()
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