Merge branch 'master' into master
This commit is contained in:
@@ -8,33 +8,37 @@ Contents:
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/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
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var/mob/living/carbon/human/U = affecting
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if(!U)
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if(!affecting)
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return
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if(stealth)
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cancel_stealth()
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else
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if(cell.charge <= 0)
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to_chat(U, "<span class='warning'>You don't have enough power to enable Stealth!</span>")
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to_chat(affecting, "<span class='warning'>You don't have enough power to enable Stealth!</span>")
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return
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stealth = !stealth
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animate(U, alpha = 50,time = 15)
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U.visible_message("<span class='warning'>[U.name] vanishes into thin air!</span>", \
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animate(affecting, alpha = 10,time = 15)
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affecting.visible_message("<span class='warning'>[affecting.name] vanishes into thin air!</span>", \
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"<span class='notice'>You are now mostly invisible to normal detection.</span>")
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RegisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY), .proc/reduce_stealth)
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RegisterSignal(affecting, COMSIG_MOVABLE_BUMP, .proc/bumping_stealth)
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/obj/item/clothing/suit/space/space_ninja/proc/reduce_stealth()
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affecting.alpha = min(affecting.alpha + 30, 80)
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/obj/item/clothing/suit/space/space_ninja/proc/bumping_stealth(datum/source, atom/A)
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if(isliving(A))
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affecting.alpha = min(affecting.alpha + 15, 80)
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/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
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var/mob/living/carbon/human/U = affecting
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if(!U)
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return 0
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if(stealth)
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stealth = !stealth
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animate(U, alpha = 255, time = 15)
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U.visible_message("<span class='warning'>[U.name] appears from thin air!</span>", \
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"<span class='notice'>You are now visible.</span>")
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return 1
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return 0
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if(!affecting || !stealth)
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return FALSE
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stealth = !stealth
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UnregisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY, COMSIG_MOVABLE_BUMP))
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animate(affecting, alpha = 255, time = 15)
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affecting.visible_message("<span class='warning'>[affecting.name] appears from thin air!</span>", \
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"<span class='notice'>You are now visible.</span>")
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return TRUE
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/obj/item/clothing/suit/space/space_ninja/proc/stealth()
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if(!s_busy)
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@@ -1,4 +1,3 @@
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/obj/item/clothing/shoes/space_ninja
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name = "ninja shoes"
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desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
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@@ -13,3 +12,12 @@
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min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
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heat_protection = FEET
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max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
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/obj/item/clothing/shoes/space_ninja/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_SHOES)
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ADD_TRAIT(user, TRAIT_SILENT_STEP, "ninja_shoes_[REF(src)]")
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/obj/item/clothing/shoes/space_ninja/dropped(mob/user)
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. = ..()
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REMOVE_TRAIT(user, TRAIT_SILENT_STEP, "ninja_shoes_[REF(src)]")
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@@ -149,12 +149,11 @@ Contents:
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/obj/item/clothing/suit/space/space_ninja/examine(mob/user)
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..()
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if(s_initialized)
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if(user == affecting)
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to_chat(user, "All systems operational. Current energy capacity: <B>[DisplayEnergy(cell.charge)]</B>.")
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to_chat(user, "The CLOAK-tech device is <B>[stealth?"active":"inactive"]</B>.")
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to_chat(user, "There are <B>[s_bombs]</B> smoke bomb\s remaining.")
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to_chat(user, "There are <B>[a_boost]</B> adrenaline booster\s remaining.")
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if(s_initialized && user == affecting)
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to_chat(user, "All systems operational. Current energy capacity: <B>[DisplayEnergy(cell.charge)]</B>.\n\
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The CLOAK-tech device is <B>[stealth?"active":"inactive"]</B>.\n\
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There are <B>[s_bombs]</B> smoke bomb\s remaining.\n\
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There are <B>[a_boost]</B> adrenaline booster\s remaining.")
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/obj/item/clothing/suit/space/space_ninja/ui_action_click(mob/user, action)
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if(istype(action, /datum/action/item_action/initialize_ninja_suit))
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@@ -48,7 +48,7 @@
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/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_seven(delay, mob/living/carbon/human/U)
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to_chat(U, "<span class='notice'>All systems operational. Welcome to <B>SpiderOS</B>, [U.real_name].</span>")
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s_initialized = TRUE
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ntick()
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START_PROCESSING(SSprocessing, src)
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s_busy = FALSE
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@@ -91,4 +91,5 @@
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unlock_suit()
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U.regenerate_icons()
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s_initialized = FALSE
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STOP_PROCESSING(SSprocessing, src)
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s_busy = FALSE
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@@ -1,20 +1,17 @@
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/obj/item/clothing/suit/space/space_ninja/proc/ntick(mob/living/carbon/human/U = affecting)
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//Runs in the background while the suit is initialized.
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//Requires charge or stealth to process.
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spawn while(s_initialized)
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if(!affecting)
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terminate()//Kills the suit and attached objects.
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/obj/item/clothing/suit/space/space_ninja/process()
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if(!affecting || !s_initialized)
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return PROCESS_KILL
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else if(cell.charge > 0)
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if(s_coold)
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s_coold--//Checks for ability s_cooldown first.
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if(cell.charge > 0)
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if(s_coold)
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s_coold--//Checks for ability s_cooldown first.
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cell.charge -= s_cost//s_cost is the default energy cost each ntick, usually 5.
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if(stealth)//If stealth is active.
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cell.charge -= s_acost
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cell.charge -= s_cost//s_cost is the default energy cost each tick, usually 5.
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if(stealth)//If stealth is active.
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cell.charge -= s_acost
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affecting.alpha = max(affecting.alpha - 10, 10)
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else
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cell.charge = 0
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else
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cell.charge = 0
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if(stealth)
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cancel_stealth()
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sleep(10)//Checks every second.
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@@ -20,8 +20,8 @@
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icon_state = "borg_l_arm"
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status = BODYPART_ROBOTIC
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brute_reduction = 5
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burn_reduction = 4
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brute_reduction = 2
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burn_reduction = 1
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light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
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medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
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@@ -41,8 +41,8 @@
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icon_state = "borg_r_arm"
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status = BODYPART_ROBOTIC
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brute_reduction = 5
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burn_reduction = 4
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brute_reduction = 2
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burn_reduction = 1
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light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
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medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
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@@ -62,8 +62,8 @@
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icon_state = "borg_l_leg"
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status = BODYPART_ROBOTIC
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brute_reduction = 5
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burn_reduction = 4
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brute_reduction = 2
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burn_reduction = 1
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light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
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medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
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@@ -83,8 +83,8 @@
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icon_state = "borg_r_leg"
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status = BODYPART_ROBOTIC
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brute_reduction = 5
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burn_reduction = 4
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brute_reduction = 2
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burn_reduction = 1
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light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
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medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
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@@ -103,8 +103,8 @@
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icon_state = "borg_chest"
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status = BODYPART_ROBOTIC
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brute_reduction = 5
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burn_reduction = 4
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brute_reduction = 2
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burn_reduction = 1
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light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
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medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
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@@ -268,38 +268,38 @@
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burn_reduction = 0
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max_damage = 20
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// Upgraded Surplus lims
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// Upgraded Surplus lims - Better then robotic lims
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/obj/item/bodypart/l_arm/robot/surplus_upgraded
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name = "reinforced surplus prosthetic left arm"
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection."
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
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icon = 'icons/mob/augmentation/surplus_augments.dmi'
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brute_reduction = 1
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burn_reduction = 1
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max_damage = 30
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brute_reduction = 3
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burn_reduction = 2
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max_damage = 55
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/obj/item/bodypart/r_arm/robot/surplus_upgraded
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name = "reinforced surplus prosthetic right arm"
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection."
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
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icon = 'icons/mob/augmentation/surplus_augments.dmi'
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brute_reduction = 1
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burn_reduction = 1
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max_damage = 30
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brute_reduction = 3
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burn_reduction = 2
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max_damage = 55
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/obj/item/bodypart/l_leg/robot/surplus_upgraded
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name = "reinforced surplus prosthetic left leg"
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection."
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
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icon = 'icons/mob/augmentation/surplus_augments.dmi'
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brute_reduction = 1
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burn_reduction = 1
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max_damage = 30
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brute_reduction = 3
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burn_reduction = 2
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max_damage = 55
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/obj/item/bodypart/r_leg/robot/surplus_upgraded
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name = "reinforced surplus prosthetic right leg"
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection."
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desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
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icon = 'icons/mob/augmentation/surplus_augments.dmi'
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brute_reduction = 1
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burn_reduction = 1
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max_damage = 30
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brute_reduction = 3
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burn_reduction = 2
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max_damage = 55
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#undef ROBOTIC_LIGHT_BRUTE_MSG
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#undef ROBOTIC_MEDIUM_BRUTE_MSG
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