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* mainly standardized the vending machine descriptions with exceptions * oops * more * this time i changed a proc name but there was only one use of it * everything gets changed! * this commit sponsored by low-quality forum posting * buisness * i broke it * but is it really robust? * why didn't this commit * finally, spent a lot of my morning for this * colour * sure it's not atomic, celt
394 lines
12 KiB
Plaintext
394 lines
12 KiB
Plaintext
/obj/item/clothing/shoes/syndigaloshes
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desc = "A pair of brown shoes. They seem to have extra grip." //change line ~346 in code/datums/uplink_item.dm if you remove the second sentence
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name = "brown shoes"
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icon_state = "brown"
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item_state = "brown"
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permeability_coefficient = 0.05
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clothing_flags = NOSLIP
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origin_tech = Tc_SYNDICATE + "=3"
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var/list/clothing_choices = list()
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siemens_coefficient = 0.8
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species_fit = list(VOX_SHAPED)
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/obj/item/clothing/shoes/syndigaloshes/New()
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..()
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for(var/Type in typesof(/obj/item/clothing/shoes) - list(/obj/item/clothing/shoes, /obj/item/clothing/shoes/syndigaloshes))
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clothing_choices += new Type
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return
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/obj/item/clothing/shoes/syndigaloshes/attackby(obj/item/I, mob/user)
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..()
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if(!istype(I, /obj/item/clothing/shoes) || istype(I, src.type))
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return 0
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else
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var/obj/item/clothing/shoes/S = I
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if(src.clothing_choices.Find(S))
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to_chat(user, "<span class='warning'>[S.name]'s pattern is already stored.</span>")
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return
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src.clothing_choices += S
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to_chat(user, "<span class='notice'>[S.name]'s pattern absorbed by \the [src].</span>")
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return 1
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return 0
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/obj/item/clothing/shoes/syndigaloshes/verb/change()
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set name = "Change Color" // This is a spelling mistake perpetrated by the american swine, the correct spelling is colour and GEORGE washington AKA george "terrorist" washington is not my presidnet.
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set category = "Object"
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set src in usr
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var/obj/item/clothing/shoes/A
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A = input("Select Colour to change it to", "BOOYEA", A) as null|anything in clothing_choices
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if(!A ||(usr.stat))
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return
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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desc += " They seem to have extra grip."
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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_color = A._color
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step_sound = A.step_sound
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usr.update_inv_w_uniform() //so our overlays update.
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/obj/item/clothing/shoes/mime
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name = "mime shoes"
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icon_state = "mime"
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_color = "mime"
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/obj/item/clothing/shoes/mime/biker
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name = "Biker's shoes"
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/obj/item/clothing/shoes/swat
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name = "\improper SWAT shoes"
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desc = "When you want to turn up the heat."
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icon_state = "swat"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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clothing_flags = NOSLIP
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species_fit = list(VOX_SHAPED)
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siemens_coefficient = 0.6
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heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
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bonus_kick_damage = 3
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/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
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name = "combat boots"
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desc = "When you REALLY want to turn up the heat."
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icon_state = "swat"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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clothing_flags = NOSLIP
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species_fit = list(VOX_SHAPED)
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siemens_coefficient = 0.6
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max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
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heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
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bonus_kick_damage = 3
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/obj/item/clothing/shoes/sandal
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desc = "A pair of rather plain, wooden sandals."
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name = "sandals"
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icon_state = "wizard"
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wizard_garb = 1
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/obj/item/clothing/shoes/sandal/slippers
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name = "magic slippers"
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icon_state = "slippers"
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desc = "For the wizard that puts comfort first. Who's going to laugh?"
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/obj/item/clothing/shoes/sandal/marisa
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desc = "A pair of magic, black shoes."
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name = "magic shoes"
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icon_state = "black"
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/obj/item/clothing/shoes/sandal/marisa/leather
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icon_state = "laceups"
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item_state = "laceups"
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/obj/item/clothing/shoes/galoshes
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name = "galoshes"
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desc = "Rubber boots"
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icon_state = "galoshes"
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permeability_coefficient = 0.05
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clothing_flags = NOSLIP
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slowdown = SHOES_SLOWDOWN+1
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species_fit = list(VOX_SHAPED)
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heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
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/obj/item/clothing/shoes/galoshes/broken
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name = "ruined galoshes"
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desc = "The grip treading is broken off."
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icon_state = "galoshes_ruined"
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flags = null
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/obj/item/clothing/shoes/clown_shoes
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desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
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name = "clown shoes"
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icon_state = "clown"
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item_state = "clown_shoes"
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slowdown = SHOES_SLOWDOWN+1
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_color = "clown"
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footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/clown
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step_sound = "clownstep"
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/obj/item/clothing/shoes/clown_shoes/attackby(obj/item/weapon/W, mob/user)
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..()
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if(istype(W, /obj/item/clothing/mask/gas/clown_hat))
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new /mob/living/simple_animal/hostile/retaliate/cluwne/goblin(get_turf(src))
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qdel(W)
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qdel(src)
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#define CLOWNSHOES_RANDOM_SOUND "random sound"
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/obj/item/clothing/shoes/clown_shoes/advanced
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name = "advanced clown shoes"
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desc = "Only granted to the most devout followers of Honkmother."
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icon_state = "superclown"
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item_state = "superclown"
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clothing_flags = NOSLIP
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var/list/sound_list = list(
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"Clown squeak" = "clownstep",
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"Bike horn" = 'sound/items/bikehorn.ogg',
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"Air horn" = 'sound/items/AirHorn.ogg',
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"Chewing" = 'sound/items/eatfood.ogg',
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"Polaroid" = "polaroid",
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"Gunshot" = 'sound/weapons/Gunshot.ogg',
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"Ion gun" = 'sound/weapons/ion.ogg',
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"Laser gun" = 'sound/weapons/Laser.ogg',
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"Punch" = "punch",
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"Shotgun" = 'sound/weapons/shotgun.ogg',
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"Taser" = 'sound/weapons/Taser.ogg',
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"Male scream" = "malescream",
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"Female scream" = "femalescream",
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"Male cough" = "malecough",
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"Female cough" = "femalecough",
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"Sad trombone" = 'sound/misc/sadtrombone.ogg',
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"Awooga" = 'sound/effects/awooga.ogg',
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"Bubbles" = 'sound/effects/bubbles.ogg',
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"EMP pulse" = 'sound/effects/EMPulse.ogg',
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"Explosion" = "explosion",
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"Glass" = 'sound/effects/glass_step.ogg',
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"Mouse squeak" = 'sound/effects/mousesqueek.ogg',
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"Meteor impact" = 'sound/effects/meteorimpact.ogg',
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"Supermatter" = 'sound/effects/supermatter.ogg',
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"Emitter" = 'sound/weapons/emitter.ogg',
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"Laughter" = 'sound/effects/laughtrack.ogg',
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"Mecha step" = 'sound/mecha/mechstep.ogg',
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"Fart" = 'sound/misc/fart.ogg',
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"Random" = CLOWNSHOES_RANDOM_SOUND)
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var/random_sound = 0
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/obj/item/clothing/shoes/clown_shoes/advanced/attack_self(mob/user)
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if(user.mind && user.mind.assigned_role != "Clown")
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to_chat(user, "<span class='danger'>These shoes are too powerful for you to handle!</span>")
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if(prob(25))
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H << sound('sound/items/AirHorn.ogg')
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to_chat(H, "<font color='red' size='7'>HONK</font>")
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H.sleeping = 0
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H.stuttering += 20
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H.ear_deaf += 30
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H.Knockdown(3) //Copied from honkerblast 5000
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if(prob(30))
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H.Stun(10)
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H.Paralyse(4)
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else
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H.Jitter(500)
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return
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var/new_sound = input(user,"Select the new step sound!","Advanced clown shoes") in sound_list
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if(Adjacent(user))
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if(step_sound == CLOWNSHOES_RANDOM_SOUND)
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step_sound = "clownstep"
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to_chat(user, "<span class='sinister'>You set [src]'s step sound to always be random!</span>")
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random_sound = 1
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else
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step_sound = sound_list[new_sound]
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to_chat(user, "<span class='sinister'>You set [src]'s step sound to \"[new_sound]\"!</span>")
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random_sound = 0
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/obj/item/clothing/shoes/clown_shoes/advanced/verb/ChangeSound()
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set category = "Object"
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set name = "Change Sound"
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return src.attack_self(usr)
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/obj/item/clothing/shoes/clown_shoes/advanced/step_action()
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(H.mind && H.mind.assigned_role != "Clown")
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if( ( H.mind.assigned_role == "Mime" ) )
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H.Slip(3, 2, 1)
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return
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if(random_sound)
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step_sound = sound_list[pick(sound_list)]
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..()
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/obj/item/clothing/shoes/clown_shoes/stickymagic
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canremove = 0
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wizard_garb = 1
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/obj/item/clothing/shoes/clown_shoes/stickymagic/acidable()
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return 0
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/obj/item/clothing/shoes/clown_shoes/slippy
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canremove = 0
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var/lube_chance = 10
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/obj/item/clothing/shoes/clown_shoes/slippy/step_action() //The honkpocalypse is here
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..()
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if(ishuman(loc) && prob(lube_chance))
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var/mob/living/carbon/human/mob = loc
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if(istype(mob.loc,/turf/simulated))
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var/turf/simulated/T = mob.loc
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T.wet(800, TURF_WET_LUBE)
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/obj/item/clothing/shoes/clown_shoes/slippy/dropped(mob/user as mob)
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canremove = 1
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..()
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#undef CLOWNSHOES_RANDOM_SOUND
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/obj/item/clothing/shoes/jackboots
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name = "jackboots"
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desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
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icon_state = "jackboots"
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item_state = "jackboots"
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_color = "hosred"
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siemens_coefficient = 0.7
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species_fit = list(VOX_SHAPED)
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heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
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bonus_kick_damage = 3
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footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/boots
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/obj/item/clothing/shoes/jackboots/knifeholster/New() //This one comes with preloaded knife holster
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..()
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attach_accessory(new /obj/item/clothing/accessory/holster/knife/boot/preloaded/tactical)
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/obj/item/clothing/shoes/jackboots/batmanboots
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name = "batboots"
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desc = "Criminal stomping boots for fighting crime and looking good."
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/obj/item/clothing/shoes/jackboots/neorussian
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name = "neo-Russian boots"
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desc = "Tovarish, no one will realize you stepped on a pile of shit if your pair already looks like shit."
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icon_state = "nr_boots"
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item_state = "nr_boots"
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/obj/item/clothing/shoes/cult
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name = "boots"
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desc = "A pair of boots worn by the followers of Nar-Sie."
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icon_state = "cult"
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item_state = "cult"
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_color = "cult"
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siemens_coefficient = 0.7
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heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
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max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/shoes/cult/cultify()
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return
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/obj/item/clothing/shoes/cyborg
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name = "cyborg boots"
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desc = "Shoes for a cyborg costume."
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icon_state = "boots"
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/obj/item/clothing/shoes/slippers
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name = "bunny slippers"
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desc = "Fluffy!"
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icon_state = "slippers"
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item_state = "slippers"
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/obj/item/clothing/shoes/slippers_worn
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name = "worn bunny slippers"
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desc = "Fluffy..."
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icon_state = "slippers_worn"
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item_state = "slippers_worn"
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/obj/item/clothing/shoes/laceup
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name = "laceup shoes"
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desc = "The height of fashion, and they're pre-polished!"
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icon_state = "laceups"
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species_fit = list(VOX_SHAPED)
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/obj/item/clothing/shoes/roman
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name = "roman sandals"
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desc = "Sandals with buckled leather straps on it."
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icon_state = "roman"
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item_state = "roman"
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/obj/item/clothing/shoes/simonshoes
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name = "Simon's Shoes"
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desc = "Simon's Shoes."
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icon_state = "simonshoes"
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item_state = "simonshoes"
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species_fit = list(VOX_SHAPED)
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/obj/item/clothing/shoes/kneesocks
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name = "kneesocks"
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desc = "A pair of girly knee-high socks."
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icon_state = "kneesock"
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item_state = "kneesock"
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/obj/item/clothing/shoes/jestershoes
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name = "Jester Shoes"
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desc = "As worn by the clowns of old."
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icon_state = "jestershoes"
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item_state = "jestershoes"
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/obj/item/clothing/shoes/aviatorboots
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name = "Aviator Boots"
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desc = "Boots suitable for just about any occasion."
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icon_state = "aviator_boots"
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item_state = "aviator_boots"
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species_restricted = list("exclude",VOX_SHAPED)
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/obj/item/clothing/shoes/libertyshoes
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name = "Liberty Shoes"
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desc = "Freedom isn't free, neither were these shoes."
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icon_state = "libertyshoes"
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item_state = "libertyshoes"
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/obj/item/clothing/shoes/megaboots
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name = "DRN-001 Boots"
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desc = "Large armored boots, very weak to large spikes."
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icon_state = "megaboots"
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item_state = "megaboots"
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/obj/item/clothing/shoes/protoboots
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name = "Prototype Boots"
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desc = "Functionally identical to the DRN-001 model's boots, but in red."
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icon_state = "protoboots"
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item_state = "protoboots"
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/obj/item/clothing/shoes/megaxboots
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name = "Maverick Hunter boots"
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desc = "Regardless of how much stronger these boots are than the DRN-001 model's, they're still extremely easy to pierce with a large spike."
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icon_state = "megaxboots"
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item_state = "megaxboots"
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/obj/item/clothing/shoes/joeboots
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name = "Sniper Boots"
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desc = "Nearly identical to the Prototype's boots, except in black."
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icon_state = "joeboots"
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item_state = "joeboots"
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/obj/item/clothing/shoes/doomguy
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name = "Doomguy's boots"
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desc = ""
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icon_state = "doom"
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item_state = "doom"
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/obj/item/clothing/shoes/workboots
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name = "Workboots"
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desc = "Thick-soled boots for industrial work environments."
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icon_state = "workboots"
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item_state = "workboots"
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species_fit = list(VOX_SHAPED)
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footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/boots
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