mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Chemistry:
I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.
Viruses:
Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.
!!BUGFIXES!!:
Wow, there's so many I'm having a hard time keeping track of it all!
A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors.
It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.
There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
277 lines
7.0 KiB
Plaintext
277 lines
7.0 KiB
Plaintext
/obj/decal/ash
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name = "Ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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icon = 'objects.dmi'
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icon_state = "ash"
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anchored = 1
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/obj/decal/remains/human
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name = "remains"
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desc = "These remains have a strange sense about them..."
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icon = 'blood.dmi'
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icon_state = "remains"
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anchored = 1
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/obj/decal/remains/xeno
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name = "remains"
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desc = "These remains have a strange sense about them..."
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icon = 'blood.dmi'
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icon_state = "remainsxeno"
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anchored = 1
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/obj/decal/remains/robot
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name = "remains"
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desc = "These remains have a strange sense about them..."
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icon = 'robots.dmi'
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icon_state = "remainsrobot"
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anchored = 1
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/obj/decal/point
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name = "point"
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desc = "It is an arrow hanging in mid-air. There may be a wizard about."
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icon = 'screen1.dmi'
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icon_state = "arrow"
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layer = 16.0
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anchored = 1
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/obj/decal/cleanable
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var/list/random_icon_states = list()
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//HUMANS
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/obj/decal/cleanable/blood
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name = "Blood"
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desc = "It's red. Its Gooye. It is the chefs cooking perhaps."
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density = 0
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anchored = 1
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layer = 2
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icon = 'blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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var/list/viruses = list()
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blood_DNA = null
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blood_type = null
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var/datum/disease2/disease/virus2 = null
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/decal/cleanable/blood/tracks
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icon_state = "tracks"
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random_icon_states = null
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/obj/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "Grisly...and not the good kind neither."
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density = 0
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anchored = 0
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layer = 2
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icon = 'blood.dmi'
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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/obj/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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//ALIENS
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/obj/decal/cleanable/xenoblood
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name = "xeno blood"
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desc = "It's green. Must be more of the chefs cooking."
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density = 0
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anchored = 1
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layer = 2
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icon = 'blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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var/list/viruses = list()
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/decal/cleanable/xenoblood/xsplatter
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random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
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/obj/decal/cleanable/xenoblood/xgibs
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name = "xeno gibs"
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desc = "Gnarly..."
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icon = 'blood.dmi'
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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/obj/decal/cleanable/xenoblood/xgibs/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
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/obj/decal/cleanable/xenoblood/xgibs/down
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
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/obj/decal/cleanable/xenoblood/xgibs/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/decal/cleanable/xenoblood/xgibs/limb
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random_icon_states = list("xgibleg", "xgibarm")
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/obj/decal/cleanable/xenoblood/xgibs/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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//ROBOTS
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/obj/decal/cleanable/robot_debris
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name = "robot debris"
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desc = "Useless heap of junk...or is it..."
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density = 0
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anchored = 0
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layer = 2
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icon = 'robots.dmi'
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icon_state = "gib1"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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/obj/decal/cleanable/robot_debris/limb
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random_icon_states = list("gibarm", "gibleg")
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/obj/decal/cleanable/robot_debris/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
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/obj/decal/cleanable/robot_debris/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
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/obj/decal/cleanable/oil
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name = "motor oil"
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desc = "It's black. Beepsky made another mess."
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density = 0
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anchored = 1
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layer = 2
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icon = 'robots.dmi'
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icon_state = "floor1"
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var/viruses = list()
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/decal/cleanable/oil/streak
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random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
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//OTHER
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/obj/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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density = 0
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anchored = 1
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layer = 2
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icon = 'objects.dmi'
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icon_state = "shards"
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/obj/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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density = 0
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anchored = 1
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layer = 2
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icon = 'effects.dmi'
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icon_state = "dirt"
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/obj/decal/cleanable/greenglow
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name = "green glow"
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desc = "Eerie. This makes you feel creepy."
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density = 0
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anchored = 1
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layer = 2
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icon = 'effects.dmi'
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icon_state = "greenglow"
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/obj/decal/cleanable/cobweb
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name = "cobweb"
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desc = "Someone should remove that."
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density = 0
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anchored = 1
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layer = 3
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icon = 'effects.dmi'
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icon_state = "cobweb1"
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/obj/decal/cleanable/molten_item
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name = "gooey grey mass"
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desc = "Huh. Creepy..."
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density = 0
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anchored = 1
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layer = 3
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icon = 'chemical.dmi'
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icon_state = "molten"
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/obj/decal/cleanable/cobweb2
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name = "cobweb"
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desc = "Someone should remove that."
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density = 0
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anchored = 1
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layer = 3
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icon = 'effects.dmi'
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icon_state = "cobweb2"
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// Used for spray that you spray at walls, tables, hydrovats etc
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/obj/decal/spraystill
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density = 0
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anchored = 1
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layer = 50
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//Vomit (sorry)
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/obj/decal/cleanable/vomit
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name = "Vomit"
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desc = "Gosh, how unpleasant."
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density = 0
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anchored = 1
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layer = 2
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icon = 'blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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var/list/viruses = list()
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/decal/cleanable/tomato_smudge
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name = "Tomato smooth"
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desc = "It's red"
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density = 0
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anchored = 1
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layer = 2
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icon = 'tomatodecal.dmi'
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random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
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/obj/decal/cleanable/egg_smudge
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name = "Smashed egg"
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desc = ""
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density = 0
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anchored = 1
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layer = 2
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icon = 'tomatodecal.dmi'
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random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
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