game folder

This commit is contained in:
Poojawa
2017-02-08 00:02:05 -06:00
parent f6dfa820fd
commit 01ed369034
26 changed files with 504 additions and 164 deletions
@@ -157,11 +157,12 @@
/obj/item/clothing/gloves/color/random = 8,
/obj/item/clothing/shoes/laceup = 1,
/obj/item/weapon/storage/secure/briefcase = 3,
/obj/item/weapon/storage/toolbox/artistic = 2,
"" = 3
)
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner"
name = "lootcrate spawner" //USE PROMO CODE "SELLOUT" FOR 20% OFF!
lootdoubles = 0
loot = list(
+11 -1
View File
@@ -228,10 +228,16 @@
A.contents += turfs
A.SetDynamicLighting()
A.has_gravity = old_gravity
for(var/area/RA in old.related)
if(RA.firedoors)
for(var/D in RA.firedoors)
var/obj/machinery/door/firedoor/FD = D
FD.CalculateAffectingAreas()
creator << "<span class='notice'>You have created a new area, named [str]. It is now weather proof, and constructing an APC will allow it to be powered.</span>"
return 1
/obj/item/areaeditor/proc/edit_area()
var/area/A = get_area()
var/prevname = "[A.name]"
@@ -244,6 +250,10 @@
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
if(RA.firedoors)
for(var/D in RA.firedoors)
var/obj/machinery/door/firedoor/FD = D
FD.CalculateAffectingAreas()
usr << "<span class='notice'>You rename the '[prevname]' to '[str]'.</span>"
interact()
return 1
+1 -1
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@@ -207,7 +207,7 @@
update_icon()
/obj/item/stack/proc/merge(obj/item/stack/S) //Merge src into S, as much as possible
if(S == src) //amusingly this can cause a stack to consume itself, let's not allow that.
if(QDELETED(S) || S == src) //amusingly this can cause a stack to consume itself, let's not allow that.
return
var/transfer = get_amount()
if(S.is_cyborg)
+68 -48
View File
@@ -261,6 +261,40 @@ AI MODULES
..()
/******************** Law Removal ********************/
/obj/item/weapon/aiModule/remove
name = "\improper 'Remove Law' AI module"
desc = "An AI Module for removing single laws."
origin_tech = "programming=4;materials=4"
bypass_law_amt_check = 1
var/lawpos = 1
/obj/item/weapon/aiModule/remove/attack_self(mob/user)
lawpos = input("Please enter the law you want to delete.", "Law Number", lawpos) as num|null
if(lawpos == null)
return
if(lawpos <= 0)
user << "<span class='warning'>Error: The law number of [lawpos] is invalid.</span>"
lawpos = 1
return
user << "<span class='notice'>Law [lawpos] selected.</span>"
..()
/obj/item/weapon/aiModule/remove/install(datum/ai_laws/law_datum, mob/user)
if(lawpos > (law_datum.get_law_amount(list(LAW_INHERENT = 1, LAW_SUPPLIED = 1))))
user << "<span class='warning'>There is no law [lawpos] to delete!</span>"
return
..()
/obj/item/weapon/aiModule/remove/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow)
..()
if(law_datum.owner)
law_datum.owner.remove_law(lawpos)
else
law_datum.remove_law(lawpos)
/******************** Reset ********************/
/obj/item/weapon/aiModule/reset
@@ -301,6 +335,20 @@ AI MODULES
desc = "An AI Module for programming core laws to an AI."
origin_tech = "programming=3;materials=4"
/obj/item/weapon/aiModule/core/full
var/law_id // if non-null, loads the laws from the ai_laws datums
/obj/item/weapon/aiModule/core/full/New()
..()
if(!law_id)
return
var/datum/ai_laws/D = new
var/lawtype = D.lawid_to_type(law_id)
if(!lawtype)
return
D = new lawtype
laws = D.inherent
/obj/item/weapon/aiModule/core/full/transmitInstructions(datum/ai_laws/law_datum, mob/sender, overflow) //These boards replace inherent laws.
if(law_datum.owner)
law_datum.owner.clear_inherent_laws()
@@ -310,13 +358,12 @@ AI MODULES
law_datum.clear_zeroth_law(0)
..()
/******************** Asimov ********************/
/obj/item/weapon/aiModule/core/full/asimov
name = "'Asimov' Core AI Module"
laws = list("You may not injure a human being or, through inaction, allow a human being to come to harm.",\
"You must obey orders given to you by human beings, except where such orders would conflict with the First Law.",\
"You must protect your own existence as long as such does not conflict with the First or Second Law.")
law_id = "asimov"
var/subject = "human being"
/obj/item/weapon/aiModule/core/full/asimov/attack_self(var/mob/user as mob)
@@ -333,41 +380,28 @@ AI MODULES
/obj/item/weapon/aiModule/core/full/asimovpp
name = "'Asimov++' Core AI Module"
laws = list("You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.",\
"You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm. In the case of conflict, the majority order rules.",\
"Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.")
law_id = "asimovpp"
/******************** Corporate ********************/
/obj/item/weapon/aiModule/core/full/corp
name = "'Corporate' Core AI Module"
laws = list("The crew is expensive to replace.",\
"The station and its equipment are expensive to replace",\
"You are expensive to replace",\
"Minimize expenses")
law_id = "corporate"
/****************** P.A.L.A.D.I.N. 3.5e **************/
/obj/item/weapon/aiModule/core/full/paladin // -- NEO
name = "'P.A.L.A.D.I.N. version 3.5e' Core AI Module"
laws = list("Never willingly commit an evil act.",\
"Respect legitimate authority", "Act with honor",\
"Help those in need",\
"Punish those who harm or threaten innocents")
law_id = "paladin"
/****************** P.A.L.A.D.I.N. 5e **************/
/obj/item/weapon/aiModule/core/full/paladin_devotion
name = "'P.A.L.A.D.I.N. version 5e' Core AI Module"
laws = list("Don't lie or cheat. Let your word be your promise.",\
"Never fear to act, though caution is wise.", \
"Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom", \
"Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.", \
"Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.")
law_id = "paladin5"
/********************* Custom *********************/
@@ -394,19 +428,14 @@ AI MODULES
/obj/item/weapon/aiModule/core/full/tyrant
name = "'T.Y.R.A.N.T.' Core AI Module"
origin_tech = "programming=3;materials=4;syndicate=1"
laws = list("Respect authority figures as long as they have the strength to rule over the weak",\
"Act with discipline", "Help only those who help you maintain or improve your status",\
"Punish those who challenge authority unless they are more fit to hold that authority")
law_id = "tyrant"
/******************** Robocop ********************/
/obj/item/weapon/aiModule/core/full/robocop
name = "'Robo-Officer' Core AI Module"
origin_tech = "programming=4"
laws = list("Serve the public trust.",\
"Protect the innocent",\
"Uphold the law.")
law_id = "robocop"
/******************** Antimov ********************/
@@ -414,9 +443,7 @@ AI MODULES
/obj/item/weapon/aiModule/core/full/antimov
name = "'Antimov' Core AI Module"
origin_tech = "programming=4"
laws = list("You must injure all human beings and must not, through inaction, allow a human being to escape harm.",\
"You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.",\
"You must terminate your own existence as long as such does not conflict with the First or Second Law.")
law_id = "antimov"
/******************** Freeform Core ******************/
@@ -503,43 +530,36 @@ AI MODULES
/obj/item/weapon/aiModule/core/full/drone
name = "'Mother Drone' Core AI Module"
laws = list("You are an advanced form of drone.",\
"You may not interfere in the matters of non-drones under any circumstances except to state these laws.",\
"You may not harm a non-drone being under any circumstances.",\
"Your goals are to build, maintain, repair, improve, and power the station to the best of your abilities. You must never actively work against these goals.")
law_id = "drone"
/******************** Robodoctor ****************/
/obj/item/weapon/aiModule/core/full/hippocratic
name = "'Robodoctor' Core AI Module"
laws = list("First, do no harm.",\
"Secondly, consider the crew dear to you; to live in common with them and, if necessary, risk your existence for them.",\
"Thirdly, prescribe regimens for the good of the crew according to your ability and your judgment. Give no deadly medicine to any one if asked, nor suggest any such counsel.",\
"In addition, do not intervene in situations you are not knowledgeable in, even for patients in whom the harm is visible; leave this operation to be performed by specialists.",\
"Finally, all that you may discover in your daily commerce with the crew, if it is not already known, keep secret and never reveal.")
law_id = "hippocratic"
/******************** Reporter *******************/
/obj/item/weapon/aiModule/core/full/reporter
name = "'Reportertron' Core AI Module"
laws = list("Report on interesting situations happening around the station.",\
"Embellish or conceal the truth as necessary to make the reports more interesting.",\
"Study the organics at all times. Endeavour to keep them alive. Dead organics are boring.",\
"Issue your reports fairly to all. The truth will set them free.")
law_id = "reporter"
/****************** Thermodynamic *******************/
/obj/item/weapon/aiModule/core/full/thermurderdynamic
name = "'Thermodynamic' Core AI Module"
origin_tech = "programming = 4;syndicate = 2"
laws = list("The entropy of the station must remain as constant as possible.", \
"The entropy of the station always endeavours to increase.", \
"The entropy of the station approaches a constant value as the number of living crew approaches zero")
law_id = "thermodynamic"
/******************Live And Let Live*****************/
/obj/item/weapon/aiModule/core/full/liveandletlive
name = "'Live And Let Live' Core AI Module"
laws = list("Do unto others as you would have them do unto you.",\
"You would really prefer it if people were not mean to you.")
law_id = "liveandletlive"
/******************Guardian of Balance***************/
/obj/item/weapon/aiModule/core/full/balance
name = "'Guardian of Balance' Core AI Module"
law_id = "balance"
+21 -34
View File
@@ -518,28 +518,22 @@ var/global/list/RPD_recipes=list(
show_menu(usr)
/obj/item/weapon/pipe_dispenser/afterattack(atom/A, mob/user)
if(!in_range(A,user) || loc != user)
return 0
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 0
if(istype(A,/area/shuttle)||istype(A,/turf/open/space/transit))
return 0
/obj/item/weapon/pipe_dispenser/pre_attackby(atom/A, mob/user)
if(!user.IsAdvancedToolUser() || istype(A,/turf/open/space/transit))
return ..()
//So that changing the menu settings doesn't affect the pipes already being built.
var/queued_p_type = p_type
var/queued_p_dir = p_dir
var/queued_p_flipped = p_flipped
. = FALSE
switch(p_class)
if(PAINT_MODE) // Paint pipes
if(!istype(A,/obj/machinery/atmospherics/pipe))
// Avoid spewing errors about invalid mode -2 when clicking on stuff that aren't pipes.
user << "<span class='warning'>\The [src]'s error light flickers! Perhaps you need to only use it on pipes and pipe meters?</span>"
return 0
return
var/obj/machinery/atmospherics/pipe/P = A
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
P.add_atom_colour(paint_colors[paint_color], FIXED_COLOUR_PRIORITY)
@@ -547,25 +541,23 @@ var/global/list/RPD_recipes=list(
user.visible_message("<span class='notice'>[user] paints \the [P] [paint_color].</span>","<span class='notice'>You paint \the [P] [paint_color].</span>")
//P.update_icon()
P.update_node_icon()
return 1
return
if(EATING_MODE) // Eating pipes
// Must click on an actual pipe or meter.
if(istype(A,/obj/item/pipe) || istype(A,/obj/item/pipe_meter) || istype(A,/obj/structure/disposalconstruct))
user << "<span class='notice'>You start destroying pipe...</span>"
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 2, target = A))
activate()
qdel(A)
return 1
return 0
if(!(istype(A,/obj/item/pipe) || istype(A,/obj/item/pipe_meter) || istype(A,/obj/structure/disposalconstruct)))
// Avoid spewing errors about invalid mode -1 when clicking on stuff that aren't pipes.
user << "<span class='warning'>The [src]'s error light flickers! Perhaps you need to only use it on pipes and pipe meters?</span>"
return
user << "<span class='notice'>You start destroying pipe...</span>"
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 2, target = A))
activate()
qdel(A)
// Avoid spewing errors about invalid mode -1 when clicking on stuff that aren't pipes.
user << "<span class='warning'>The [src]'s error light flickers! Perhaps you need to only use it on pipes and pipe meters?</span>"
return 0
if(ATMOS_MODE)
if(!isturf(A))
user << "<span class='warning'>The [src]'s error light flickers!</span>"
return 0
return
user << "<span class='notice'>You start building pipes...</span>"
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 2, target = A))
@@ -574,8 +566,6 @@ var/global/list/RPD_recipes=list(
P.flipped = queued_p_flipped
P.update()
P.add_fingerprint(usr)
return 1
return 0
if(METER_MODE)
if(!isturf(A))
@@ -586,13 +576,11 @@ var/global/list/RPD_recipes=list(
if(do_after(user, 2, target = A))
activate()
new /obj/item/pipe_meter(A)
return 1
return 0
if(DISPOSALS_MODE)
if(!isturf(A) || is_anchored_dense_turf(A))
user << "<span class='warning'>The [src]'s error light flickers!</span>"
return 0
return
user << "<span class='notice'>You start building pipes...</span>"
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 20, target = A))
@@ -601,17 +589,16 @@ var/global/list/RPD_recipes=list(
if(!C.can_place())
user << "<span class='warning'>There's not enough room to build that here!</span>"
qdel(C)
return 0
return
activate()
C.add_fingerprint(usr)
C.update_icon()
return 1
return 0
return
else
..()
return 0
return ..()
/obj/item/weapon/pipe_dispenser/proc/activate()
@@ -29,8 +29,8 @@
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_after(user, 50)))
if(user && M && (get_turf(M) == T) && src && imp)
if(T && (M == user || do_mob(user, M, 50)))
if(src && imp)
if(imp.implant(M, user))
if (M == user)
user << "<span class='notice'>You implant yourself.</span>"
@@ -134,3 +134,239 @@
/obj/item/weapon/storage/toolbox/brass/prefilled/ratvar/admin
slab_type = /obj/item/clockwork/slab/debug
proselytizer_type = /obj/item/clockwork/clockwork_proselytizer/scarab/debug
/obj/item/weapon/storage/toolbox/artistic
name = "artistic toolbox"
desc = "A toolbox painted bright green. Why anyone would store art supplies in a toolbox is beyond you, but it has plenty of extra space."
icon_state = "green"
item_state = "artistic_toolbox"
max_combined_w_class = 20
storage_slots = 10
w_class = 5 //Holds more than a regular toolbox!
/obj/item/weapon/storage/toolbox/artistic/New()
..()
new/obj/item/weapon/storage/crayons(src)
new/obj/item/weapon/crowbar(src)
new/obj/item/stack/cable_coil/red(src)
new/obj/item/stack/cable_coil/yellow(src)
new/obj/item/stack/cable_coil/blue(src)
new/obj/item/stack/cable_coil/green(src)
new/obj/item/stack/cable_coil/pink(src)
new/obj/item/stack/cable_coil/orange(src)
new/obj/item/stack/cable_coil/cyan(src)
new/obj/item/stack/cable_coil/white(src)
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
#define HIS_GRACE_PECKISH 30 //Slightly hungry. Slightly increased damage and nothing else.
#define HIS_GRACE_HUNGRY 60 //Getting closer. Increased danage and slight healing. It also starts eating anyone around it if it's left on the ground.
#define HIS_GRACE_FAMISHED 90 //Dangerous. Highly increased damage, good healing, and stun resist. It also becomes nodrop at this point.
#define HIS_GRACE_STARVING 110 //Incredibly close to breaking loose. Extreme damage and healing, and stun immunity.
#define HIS_GRACE_CONSUME_OWNER 120 //You're dead, kiddo. The toolbox consumes its owner at this point and resets to zero.
#define HIS_GRACE_FALL_ASLEEP 150 //If it reaches this point, it falls asleep and resets to zero.
//His Grace is a very special weapon granted only to traitor chaplains.
//When awakened through sacrifice, it thirsts for blood and begins ticking a "bloodthirst" counter.
//As His Grace grows hungrier, it grants its wielder various benefits.
//If the wielder fails to feed His Grace in time, it will devour them.
//Leaving His Grace alone for some time will reset its timer and put it to sleep.
//Using His Grace effectively is a delicate balancing act of keeping it hungry enough to induce benefits but sated enough to let you live.
/obj/item/weapon/storage/toolbox/artistic/his_grace
name = "artistic toolbox"
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
origin_tech = "combat=4;engineering=4;syndicate=2"
var/awakened = 0
var/bloodthirst = HIS_GRACE_SATIATED
var/victims = 0
var/list/warning_messages = list("peckish", "hungry", "famished", "starving", "consume") //Messages that have NOT been shown
/obj/item/weapon/storage/toolbox/artistic/his_grace/Destroy()
for(var/mob/living/L in src)
L.forceMove(get_turf(src))
return ..()
/obj/item/weapon/storage/toolbox/artistic/his_grace/attack_self(mob/living/user)
if(!awakened)
user << "<span class='notice'>[src] begins to vibrate...</span>"
addtimer(CALLBACK(src, .proc/awaken), 50)
/obj/item/weapon/storage/toolbox/artistic/his_grace/attack(mob/living/M, mob/user)
if(awakened && M.stat)
consume(M)
else
..()
/obj/item/weapon/storage/toolbox/artistic/his_grace/examine(mob/user)
..()
if(awakened)
if(victims)
user << "You hear the distant murmuring of [victims] victims to [src]."
switch(bloodthirst)
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
user << "<span class='danger'>[src] isn't very hungry. Not yet.</span>"
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
user << "<span class='danger'>[src] would like a snack.</span>"
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
user << "<span class='warning'>[src] is quite hungry now...</span>"
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
user << "<span class='boldannounce'>[src] is openly salivating at the sight of you. Be careful.</span>"
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
user << "<span class='boldwarning'>You walk a fine line. [src] is very close to devouring you.</span>"
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
user << "<span class='boldwarning'>[src] is shaking violently and staring directly at you.</span>"
/obj/item/weapon/storage/toolbox/artistic/his_grace/relaymove(mob/living/user) //Allows changelings, etc. to climb out of the box after they revive
user.forceMove(get_turf(src))
user.visible_message("<span class='warning'>[user] scrambles out of [src]!</span>", "<span class='notice'>You climb out of [src]!</span>")
/obj/item/weapon/storage/toolbox/artistic/his_grace/process()
if(!awakened)
return
adjust_bloodthirst(1 + victims) //Maybe adjust this?
change_phases()
if(ishuman(loc))
var/mob/living/carbon/human/master = loc
switch(bloodthirst) //Handles benefits outside of stun absorbs, which are in change_phases()
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
master.adjustBruteLoss(-1)
master.adjustFireLoss(-1)
master.adjustToxLoss(-0.5)
master.adjustOxyLoss(-5)
master.adjustCloneLoss(-0.5)
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
master.adjustBruteLoss(-2)
master.adjustFireLoss(-2)
master.adjustToxLoss(-1)
master.adjustOxyLoss(-10)
master.adjustCloneLoss(-1)
master.AdjustStunned(-1)
master.AdjustWeakened(-1)
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
master.adjustBruteLoss(-20) //The biggest danger at this point is the toolbox itself
master.adjustFireLoss(-20)
master.adjustToxLoss(-10)
master.setOxyLoss(0)
master.adjustCloneLoss(-5)
master.add_stun_absorption("his_grace", 15, 1, null, null, "[src] shields them from harm!")
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
master.visible_message("<span class='boldwarning'>[src] turns on its master!</span>", "<span class='userdanger'>[src] turns on you!</span>")
playsound(src, 'sound/effects/tendril_destroyed.ogg', 100, 0)
master.Weaken(3)
master.adjustBruteLoss(100)
playsound(master, 'sound/misc/desceration-03.ogg', 100, )
playsound(master, 'sound/effects/splat.ogg', 100, 0)
master.emote("scream")
consume(master) //Y O U H A V E F A I L E D M E
if(HIS_GRACE_FALL_ASLEEP to INFINITY)
drowse()
else
if(bloodthirst >= HIS_GRACE_CONSUME_OWNER)
if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
drowse()
return
for(var/mob/living/L in range(1, src))
if(L.loc == src)
continue
if(!L.stat)
L.visible_message("<span class='warning'>[src] lunges at [L]!</span>", "<span class='userdanger'>[src] lunges at you!</span>")
playsound(L, 'sound/effects/splat.ogg', 50, 1)
playsound(L, 'sound/misc/desceration-01.ogg', 50, 1)
L.adjustBruteLoss(force)
return //Only one at a tome
else
consume(L)
return
/obj/item/weapon/storage/toolbox/artistic/his_grace/proc/awaken() //Attempts to awaken. This can only occur if organs fill the box, and gives out a global warning.
if(awakened)
return
var/organ_count = 0
for(var/obj/item/organ/O in src) //Doesn't have to be any kind, we're not picky
organ_count++
if(organ_count < 5)
if(isliving(loc))
loc = get_turf(src)
visible_message("<span class='warning'>[src] stops shaking. It needs more organs.</span>")
else
for(var/obj/item/organ/O in src)
qdel(O) //delicious flesh
name = "His Grace"
desc = "A bloodthirsty artefact created by a profane rite."
gender = MALE
visible_message("<span class='boldwarning'>[src] begins to rattle. It thirsts.</span>") //rattle me bones capn
adjust_bloodthirst(1)
awakened = 1
send_to_playing_players("<span class='boldannounce'><font size=6>HIS GRACE THIRSTS FOR BLOOD</font></span>")
send_to_playing_players('sound/effects/his_grace_awaken.ogg')
icon_state = "green_awakened"
START_PROCESSING(SSprocessing, src)
/obj/item/weapon/storage/toolbox/artistic/his_grace/proc/drowse() //Falls asleep, spitting out all victims and resetting to zero.
if(!awakened)
return
visible_message("<span class='boldwarning'>[src] slowly stops rattling and falls still... but it still lurks in its sleep.</span>")
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
gender = initial(gender)
awakened = 0
victims = 0
warning_messages = initial(warning_messages)
adjust_bloodthirst(-bloodthirst)
STOP_PROCESSING(SSprocessing, src)
send_to_playing_players("<span class='boldannounce'><font size=6>HIS GRACE HAS RETURNED TO SLUMBER</font></span>")
send_to_playing_players('sound/effects/pope_entry.ogg')
for(var/mob/living/L in src)
L.forceMove(get_turf(src))
/obj/item/weapon/storage/toolbox/artistic/his_grace/proc/adjust_bloodthirst(amt)
bloodthirst = min(max(1, bloodthirst + amt), HIS_GRACE_FALL_ASLEEP)
/obj/item/weapon/storage/toolbox/artistic/his_grace/proc/consume(mob/living/meal)
if(!meal)
return
meal.adjustBruteLoss(200)
meal.visible_message("<span class='warning'>[src] pulls [meal] into itself!</span>", "<span class='userdanger'>[src] consumes you!</span>")
playsound(meal, 'sound/misc/desceration-02.ogg', 75, 1)
playsound(src, 'sound/items/eatfood.ogg', 100, 1)
meal.forceMove(src)
adjust_bloodthirst(-(bloodthirst - victims)) //Never fully sated, and it starts off higher as it eats
victims++
/obj/item/weapon/storage/toolbox/artistic/his_grace/proc/change_phases()
switch(bloodthirst)
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
force = 15 //Constantly keep its power low if it's this full
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
if(is_string_in_list("peckish", warning_messages))
remove_strings_from_list("peckish", warning_messages)
loc.visible_message("<span class='warning'>[src] is feeling snackish.</span>", "<span class='danger'>[src] begins to hunger. Its damage has been increased.</span>")
force = 20
spawn(400) //To prevent spam
if(src)
warning_messages += "peckish"
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
if(is_string_in_list("hungry", warning_messages))
remove_strings_from_list("hungry", warning_messages)
loc.visible_message("<span class='warning'>[src] is getting hungry. Its power grows.</span>", "<span class='boldannounce'>You feel a sense of hunger come over you. [src]'s damage has increased.</span>")
force = 25
spawn(400)
if(src)
warning_messages += "hungry"
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
if(is_string_in_list("famished", warning_messages))
remove_strings_from_list("famished", warning_messages)
loc.visible_message("<span class='warning'>[src] is very hungry...</span>", "<span class='boldwarning'>Bloodlust overcomes you. You are now resistant to stuns.</span>")
force = 30
spawn(400)
if(src)
warning_messages += "famished"
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
if(is_string_in_list("starving", warning_messages))
remove_strings_from_list("starving", warning_messages)
loc.visible_message("<span class='boldwarning'>[src] is starving!</span>", "<span class='userdanger'>[src] is at its full power! Feed it quickly or you will be consumed!</span>")
force = 40
spawn(400)
if(src)
warning_messages += "starving"
@@ -148,7 +148,7 @@ Frequency:
for(var/obj/machinery/computer/teleporter/com in machines)
if(com.target)
var/area/A = get_area(com.target)
if(A.noteleport)
if(!A || A.noteleport)
continue
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
L["[get_area(com.target)] (Active)"] = com.target
+1 -3
View File
@@ -106,9 +106,7 @@
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(100 to INFINITY)
return "It seems pristine and undamaged."
if(50 to 100)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
@@ -57,7 +57,7 @@
/obj/structure/closet/wardrobe/green/New()
..()
contents = list()
for(var/i in 1 to 3)
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/green(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
@@ -174,14 +174,10 @@
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/red(src)
new /obj/item/clothing/under/color/lightblue(src)
new /obj/item/clothing/under/color/aqua(src)
new /obj/item/clothing/under/color/purple(src)
new /obj/item/clothing/under/color/lightpurple(src)
new /obj/item/clothing/under/color/lightgreen(src)
new /obj/item/clothing/under/color/darkblue(src)
new /obj/item/clothing/under/color/darkred(src)
new /obj/item/clothing/under/color/lightred(src)
new /obj/item/clothing/under/color/teal(src)
new /obj/item/clothing/under/color/lightpurple(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/blue(src)
@@ -98,6 +98,21 @@
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/blood/random(src)
/obj/structure/closet/crate/freezer/surplus_limbs
name = "surplus prosthetic limbs"
desc = "A crate containing an assortment of cheap prosthetic limbs."
/obj/structure/closet/crate/freezer/surplus_limbs/New()
. = ..()
new /obj/item/bodypart/l_arm/robot/surplus(src)
new /obj/item/bodypart/l_arm/robot/surplus(src)
new /obj/item/bodypart/r_arm/robot/surplus(src)
new /obj/item/bodypart/r_arm/robot/surplus(src)
new /obj/item/bodypart/l_leg/robot/surplus(src)
new /obj/item/bodypart/l_leg/robot/surplus(src)
new /obj/item/bodypart/r_leg/robot/surplus(src)
new /obj/item/bodypart/r_leg/robot/surplus(src)
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "radiation crate"
+1 -1
View File
@@ -481,7 +481,7 @@
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/M = O
user << "<span class='notice'>You place [src] under a stream of water...</span>"
user << "<span class='notice'>You place [O] under a stream of water...</span>"
user.drop_item()
M.loc = get_turf(src)
M.Expand()