Merge pull request #26 from sheepishgoat/tweaklandia

Plentitude of Small Fixes 3: The Return of Tweaks
This commit is contained in:
evilew
2024-11-21 01:06:47 +01:00
committed by GitHub
55 changed files with 577 additions and 247 deletions
+1 -1
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@@ -297,7 +297,7 @@
#define OFFSET_MUTPARTS "mutantparts"
// MINOR TWEAKS/MISC
#define AGE_MIN 18 // youngest a character can be // CITADEL EDIT - 17 --> 18
#define AGE_MIN 21 // youngest a character can be // CITADEL EDIT - 17 --> 18 //GS13 EDIT - 18 --> 21
#define AGE_MAX 85 // oldest a character can be randomly generated
#define AGE_MAX_INPUT 85 // oldest a character's age can be manually set
#define WIZARD_AGE_MIN 30 // youngest a wizard can be
@@ -284,4 +284,4 @@
weight = 2
event_control_path = /datum/round_event_control/radiation_storm
weight_multiplier = 1.5
max_occurrences_modifier = 2
max_occurrences_modifier = 0 //GS13 - radstorm bad
+22
View File
@@ -38,6 +38,7 @@ RLD
var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
var/custom_range = 7
var/upgrade = FALSE
var/airlock_dir = 1 //GS13 - airlock direction function
/obj/item/construction/Initialize(mapload)
. = ..()
@@ -283,6 +284,23 @@ RLD
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/change_airlock_direction(mob/user) //GS13 - change airlock direction
if(!user)
return
var/list/airlock_dirs = list(
"North/South" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocknorthsouth"),
"East/West" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlockeastwest")
)
var/airlockdirs = show_radial_menu(user, src, airlock_dirs, custom_check = CALLBACK(src,PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(airlockdirs)
if("North/South")
airlock_dir = 1
if("East/West")
airlock_dir = 4
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
@@ -488,6 +506,7 @@ RLD
if(mode == RCD_AIRLOCK)
choices += list(
"Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"),
"Change Direction" = image(icon = 'GainStation13/icons/mob/radial.dmi', icon_state = "airlockrotation"), //GS13 - adding airlock rotation
"Change Airlock Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocktype")
)
else if(mode == RCD_WINDOWGRILLE)
@@ -515,6 +534,9 @@ RLD
if("Change Access")
change_airlock_access(user)
return
if("Change Direction") //GS13 - adding airlock direction in RCD
change_airlock_direction(user)
return
if("Change Airlock Type")
change_airlock_setting(user)
return
+2 -1
View File
@@ -73,7 +73,7 @@ GENETICS SCANNER
/obj/item/healthanalyzer
name = "health analyzer"
icon = 'icons/obj/device.dmi'
icon = 'GainStation13/icons/obj/device.dmi' //GS13 - better sprite
icon_state = "health"
item_state = "healthanalyzer"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
@@ -545,6 +545,7 @@ GENETICS SCANNER
/obj/item/healthanalyzer/advanced
name = "advanced health analyzer"
icon = 'GainStation13/icons/obj/device.dmi' //GS13 - better sprite
icon_state = "health_adv"
desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy."
advanced = TRUE
+1 -1
View File
@@ -388,7 +388,7 @@
name = "bluespace tray"
icon_state = "bluespace_tray"
desc = "A tray created using bluespace technology to fit more food on it."
max_items = 30 // far more items
max_items = 100 //GS13 - we loooove our mountains of food here
custom_materials = list(/datum/material/iron = 2000, /datum/material/bluespace = 500)
/*
+143 -3
View File
@@ -660,6 +660,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
wave_explosion_block = EXPLOSION_BLOCK_EXTREME
wave_explosion_multiply = EXPLOSION_BLOCK_EXTREME
glass_type = /obj/item/stack/sheet/plasmarglass
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
/obj/structure/window/plasma/reinforced/spawner/east
dir = EAST
@@ -740,7 +787,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,)
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
glass_amount = 2
@@ -801,7 +848,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,)
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
glass_amount = 2
@@ -817,6 +864,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
glass_amount = 2
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
/obj/structure/window/plasma/reinforced/fulltile/unanchored
anchored = FALSE
@@ -875,7 +969,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,)
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
level = 3
glass_amount = 2
@@ -1046,6 +1140,52 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
level = 3
glass_type = /obj/item/stack/sheet/plastitaniumglass
glass_amount = 2
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
/obj/structure/window/plastitanium/unanchored
anchored = FALSE
+1
View File
@@ -314,6 +314,7 @@
to_chat(user, "<span class='notice'>You build an airlock.</span>")
var/obj/machinery/door/airlock/A = new the_rcd.airlock_type(src)
A.setDir(the_rcd.airlock_dir) //GS13 - directional airlocks edit
A.electronics = new/obj/item/electronics/airlock(A)
if(the_rcd.conf_access)
+47 -1
View File
@@ -186,7 +186,53 @@
/turf/closed/wall/rust
name = "rusted wall"
desc = "A rusted metal wall."
icon = 'icons/turf/walls/rusty_wall.dmi'
icon = 'GainStation13/icons/turf/walls/rusty_wall.dmi' //GS13 - perspective walls
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork,
/turf/closed/indestructible/riveted/,
/turf/closed/indestructible/riveted/uranium,
/obj/structure/window/fulltile,
/obj/structure/window/reinforced/fulltile,
/obj/structure/window/reinforced/tinted/fulltile,
/obj/machinery/door,
/obj/machinery/door/airlock/,
/obj/machinery/door/airlock/mining,
/obj/machinery/door/airlock/mining/glass,
/obj/machinery/door/airlock/medical,
/obj/machinery/door/airlock/medical/glass,
/obj/machinery/door/airlock/public,
/obj/machinery/door/airlock/public/glass,
/obj/machinery/door/airlock/research,
/obj/machinery/door/airlock/research/glass,
/obj/machinery/door/airlock/maintenance,
/obj/machinery/door/airlock/maintenance/glass,
/obj/machinery/door/airlock/command/,
/obj/machinery/door/airlock/command/glass,
/obj/machinery/door/airlock/engineering,
/obj/machinery/door/airlock/engineering/glass,
/obj/machinery/door/airlock/engineering/abandoned,
/obj/machinery/door/airlock/security,
/obj/machinery/door/airlock/security/glass,
/obj/machinery/door/airlock/maintenance/abandoned,
/obj/machinery/door/poddoor/shutters/preopen,
/obj/machinery/door/poddoor/shutters,
/obj/machinery/door/window/eastright,
/obj/machinery/door/window/eastleft,
/obj/machinery/door/window/northleft,
/obj/machinery/door/window/northright,
/obj/machinery/door/airlock/external,
/obj/machinery/door/airlock,
/obj/machinery/door/airlock/hatch,
/obj/machinery/door/airlock/engineering/glass/critical,
/obj/machinery/door/airlock/atmos,
/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
hardness = 45
/turf/closed/wall/rust/rust_heretic_act()
@@ -3,7 +3,7 @@
name = "Spawn Sentient Disease"
typepath = /datum/round_event/ghost_role/sentient_disease
weight = 7
max_occurrences = 1
max_occurrences = 0 //GS13 - removed midround pseudo-antags
min_players = 5
category = EVENT_CATEGORY_HEALTH
description = "Spawns a sentient disease, who wants to infect as many people as possible."
@@ -4,7 +4,7 @@
name = "Spawn Revenant" // Did you mean 'griefghost'?
typepath = /datum/round_event/ghost_role/revenant
weight = 7
max_occurrences = 1
max_occurrences = 0 //GS13 tweak - no antags, thanks
min_players = 5
category = EVENT_CATEGORY_ENTITIES
description = "Spawns an angry, soul sucking ghost."
@@ -2,7 +2,7 @@
name = "Spawn Slaughter Demon"
typepath = /datum/round_event/ghost_role/slaughter
weight = 1 //Very rare
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
earliest_start = 1 HOURS
min_players = 20
category = EVENT_CATEGORY_ENTITIES
@@ -2,7 +2,7 @@
name = "Spawn Swarmer Shell"
typepath = /datum/round_event/spawn_swarmer
weight = 7
max_occurrences = 1 //Only once okay fam
max_occurrences = 0 //GS13 - no antags, thanks
earliest_start = 30 MINUTES
min_players = 35
dynamic_should_hijack = TRUE
+5 -5
View File
@@ -474,11 +474,11 @@
uniform = /obj/item/clothing/under/pants/youngfolksjeans
id = /obj/item/card/id
/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(visualsOnly)
return
H.dna.add_mutation(STONER)
// /datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
// ..()
// if(visualsOnly)
// return
// H.dna.add_mutation(STONER) //GS13 - removes the stoner trait, it makes the role almost unplayable
/////////////////Officers+Nanotrasen Security//////////////////////
+1 -1
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@@ -2,7 +2,7 @@
name = "Abductors"
typepath = /datum/round_event/ghost_role/abductor
weight = 10
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
min_players = 30
dynamic_should_hijack = TRUE
category = EVENT_CATEGORY_INVASION
+1 -1
View File
@@ -3,7 +3,7 @@
typepath = /datum/round_event/ghost_role/alien_infestation
weight = 5
min_players = 25
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
dynamic_should_hijack = TRUE
category = EVENT_CATEGORY_ENTITIES
description = "A xenomorph larva spawns on a random vent."
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/round_event_control/anomaly/anomaly_bluespace
name = "Anomaly: Bluespace"
typepath = /datum/round_event/anomaly/anomaly_bluespace
min_players = 12 //GS13 - higher pop = more likely to be solved instead of wrecking a whole dep
max_occurrences = 1
weight = 5
description = "This anomaly randomly teleports all items and mobs in a large area."
+1 -1
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@@ -1,7 +1,7 @@
/datum/round_event_control/aurora_caelus
name = "Aurora Caelus"
typepath = /datum/round_event/aurora_caelus
max_occurrences = 2
max_occurrences = 4 //GS13 - pretty lights, why not
weight = 4
earliest_start = 20 MINUTES
category = EVENT_CATEGORY_FRIENDLY
+2 -2
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@@ -1,9 +1,9 @@
/datum/round_event_control/high_priority_bounty
name = "High Priority Bounty"
typepath = /datum/round_event/high_priority_bounty
max_occurrences = 5
max_occurrences = 6 //GS13 - because why not
weight = 20
earliest_start = 10
earliest_start = 10 MINUTES
category = EVENT_CATEGORY_BUREAUCRATIC
description = "Creates bounties that are three times original worth."
+2 -2
View File
@@ -10,8 +10,8 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/datum/round_event_control/immovable_rod
name = "Immovable Rod"
typepath = /datum/round_event/immovable_rod
min_players = 20 //GS13 - tweaked min players and occurences
max_occurrences = 2
min_players = 25 //GS13 - tweaked min players and occurences
max_occurrences = 1 //GS13 - one is enough as is
var/atom/special_target
category = EVENT_CATEGORY_SPACE
description = "The station passes through an immovable rod."
+1 -1
View File
@@ -4,7 +4,7 @@
name = "Ion Storm"
typepath = /datum/round_event/ion_storm
weight = 15
min_players = 2
min_players = 5 //GS13 - increasing pop so it's more likely someone has a chance to fix the laws
category = EVENT_CATEGORY_AI
description = "Gives the AI a new, randomized law."
+2 -1
View File
@@ -1,7 +1,8 @@
/datum/round_event_control/meteor_wave/major_dust
name = "Major Space Dust"
typepath = /datum/round_event/meteor_wave/major_dust
min_players = 8 //GS13
min_players = 10 //GS13 - do it when there's more people to fix it around
max_occurrences = 2 //GS13 - limiting the amount of it
weight = 8
description = "The station is pelted by sand."
+3 -3
View File
@@ -7,7 +7,7 @@
name = "Meteor Wave: Normal"
typepath = /datum/round_event/meteor_wave
weight = 4
min_players = 16 //GS13 - tweaked all meteor waves to nerf them a bit
min_players = 20 //GS13 - tweaked all meteor waves to nerf them a bit
max_occurrences = 2
earliest_start = 40 MINUTES
category = EVENT_CATEGORY_SPACE
@@ -87,7 +87,7 @@
typepath = /datum/round_event/meteor_wave/threatening
weight = 5
min_players = 20
max_occurrences = 1
max_occurrences = 0 //GS13 - too chaotic
earliest_start = 45 MINUTES
description = "A meteor wave with higher chance of big meteors."
@@ -100,7 +100,7 @@
typepath = /datum/round_event/meteor_wave/catastrophic
weight = 7
min_players = 25
max_occurrences = 1
max_occurrences = 0 //GS13 - too chaotic
earliest_start = 55 MINUTES
description = "A meteor wave that might summon a tunguska class meteor."
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/round_event_control/nightmare
name = "Spawn Nightmare"
typepath = /datum/round_event/ghost_role/nightmare
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
min_players = 25
dynamic_should_hijack = TRUE
category = EVENT_CATEGORY_ENTITIES
+1 -1
View File
@@ -2,7 +2,7 @@
name = "Lone Operative"
typepath = /datum/round_event/ghost_role/operative
weight = 0 //Admin only
max_occurrences = 0 //GS13 tweak
max_occurrences = 0 //GS13 - just in case
category = EVENT_CATEGORY_INVASION
description = "A single nuclear operative assaults the station."
+1 -1
View File
@@ -2,7 +2,7 @@
name = "Space Pirates"
typepath = /datum/round_event/pirates
weight = 8
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
min_players = 20
earliest_start = 50 MINUTES
dynamic_should_hijack = TRUE
+1
View File
@@ -3,6 +3,7 @@
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
weight = 2
min_players = 20
max_occurrences = 0 //GS13 - no antags, thanks
earliest_start = 60 MINUTES
category = EVENT_CATEGORY_ENTITIES
description = "Syndicate troops pour out of portals."
+1 -1
View File
@@ -2,7 +2,7 @@
name = "Spawn Space Dragon"
typepath = /datum/round_event/ghost_role/space_dragon
weight = 8
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
min_players = 25
dynamic_should_hijack = TRUE
category = EVENT_CATEGORY_ENTITIES
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/round_event_control/space_ninja
name = "Spawn Space Ninja"
typepath = /datum/round_event/ghost_role/space_ninja
max_occurrences = 1
max_occurrences = 0 //GS13 - no antags, thanks
weight = 10
earliest_start = 20 MINUTES
min_players = 25
+1 -1
View File
@@ -3,7 +3,7 @@
typepath = /datum/round_event/spacevine
weight = 15
max_occurrences = 3
min_players = 18
min_players = 15 //GS13 - should be enough players
category = EVENT_CATEGORY_ENTITIES
description = "Kudzu begins to overtake the station. Might spawn man-traps."
+1 -1
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@@ -3,7 +3,7 @@
name = "Stray Cargo Pod"
typepath = /datum/round_event/stray_cargo
weight = 5
max_occurrences = 6
max_occurrences = 6 //GS13 - increase the amount of possible strays
earliest_start = 10 MINUTES
category = EVENT_CATEGORY_BUREAUCRATIC
description = "A pod containing a random supply crate lands on the station."
+1 -1
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@@ -2,7 +2,7 @@
name = "Supernova"
typepath = /datum/round_event/supernova
weight = 5
max_occurrences = 0
max_occurrences = 0 //GS13 - fuck no (this is just more intense radstorm)
min_players = 2
category = EVENT_CATEGORY_SPACE
description = "Several modified radstorms hit the station."
+1 -1
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@@ -2,7 +2,7 @@
name = "Travelling Trader"
typepath = /datum/round_event/travelling_trader
weight = 8
max_occurrences = 6 //GS13 because why not
max_occurrences = 6 //GS13 - more occurences, because why not
earliest_start = 10 MINUTES
category = EVENT_CATEGORY_FRIENDLY
description = "A mysterious figure requests something to the crew and rewards them with something for getting it done."
+1 -1
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@@ -2,7 +2,7 @@
name = "Untied Shoes"
typepath = /datum/round_event/untied_shoes
weight = 50
max_occurrences = 10
max_occurrences = 0 //GS13 - tedious, doesn't always make sense
alert_observers = FALSE
category = EVENT_CATEGORY_HEALTH
description = "Unties people's shoes, with a chance to knot them as well."
+2 -2
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@@ -2,8 +2,8 @@
name = "Clogged Vents: Normal"
typepath = /datum/round_event/vent_clog
weight = 10
max_occurrences = 3
min_players = 10
max_occurrences = 2 //GS13 - pain in the ass, occurences nerfed until a less disruptive variant is made
min_players = 16 //GS13 - pain in the ass, occurences nerfed until a less disruptive variant is made
category = EVENT_CATEGORY_HEALTH
description = "All the scrubbers onstation spit random chemicals in smoke form."
+2 -2
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@@ -4,8 +4,8 @@
department_head = list("The Security Team")
department_flag = CIVILIAN
faction = "Station"
total_positions = 0
spawn_positions = 0
total_positions = 1 //GS13 - enabling prisoner (for now)
spawn_positions = 1 //GS13 - enabling prisoner (for now)
supervisors = "the security team"
random_spawns_possible = FALSE
@@ -168,7 +168,7 @@
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
hoodtype = /obj/item/clothing/head/hooded/explorer/heva
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 80, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer/heva
name = "HEVA hood"
@@ -178,7 +178,7 @@
item_state = "heva"
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 20, FIRE = 60, ACID = 20)
resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer/heva/equipped(mob/living/carbon/human/user, slot)
..()
@@ -4,7 +4,7 @@
weight = 15
max_occurrences = 2
earliest_start = 20 MINUTES
min_players = 5
min_players = 8 //GS13 - really annoying on low-lowpop considering they jolt back and forth
category = EVENT_CATEGORY_ENTITIES
description = "Annoying little creatures go around the station causing havoc and hacking everything."
@@ -15,7 +15,7 @@
desc = "Buzzy buzzy bee, stingy sti- Ouch!"
icon_state = ""
icon_living = ""
icon = 'icons/mob/bees.dmi'
icon = 'GainStation13/icons/mob/bees.dmi' //GS13 sprite change - brings back smaller bees rather than big goofy ones
gender = FEMALE
speak_emote = list("buzzes")
emote_hear = list("buzzes")
@@ -100,7 +100,7 @@
add_overlay("[icon_base]_base")
var/static/mutable_appearance/greyscale_overlay
greyscale_overlay = greyscale_overlay || mutable_appearance('icons/mob/bees.dmi')
greyscale_overlay = greyscale_overlay || mutable_appearance('GainStation13/icons/mob/bees.dmi') //GS13 sprite change - brings back smaller bees rather than big goofy ones
greyscale_overlay.icon_state = "[icon_base]_grey"
greyscale_overlay.color = col
add_overlay(greyscale_overlay)
@@ -255,7 +255,7 @@
desc = "She's the queen of bees, BZZ BZZ!"
icon_state = "queen_item"
item_state = ""
icon = 'icons/mob/bees.dmi'
icon = 'GainStation13/icons/mob/bees.dmi' //GS13 sprite change - brings back smaller bees rather than big goofy ones
var/mob/living/simple_animal/hostile/poison/bees/queen/queen
+5 -5
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@@ -14,7 +14,7 @@
/obj/item/wallframe/light_fixture
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon = 'GainStation13/icons/obj/lighting.dmi' //GS13 - sprite change
icon_state = "tube-construct-item"
result_path = /obj/structure/light_construct
inverse = TRUE
@@ -38,7 +38,7 @@
/obj/structure/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon = 'GainStation13/icons/obj/lighting.dmi' //GS13 - sprite change
icon_state = "tube-construct-stage1"
anchored = TRUE
layer = WALL_OBJ_LAYER
@@ -178,7 +178,7 @@
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting.dmi'
icon = 'GainStation13/icons/obj/lighting.dmi' //GS13 - sprite change
var/overlayicon = 'icons/obj/lighting_overlay.dmi'
var/base_state = "tube" // base description and icon_state
icon_state = "tube"
@@ -733,7 +733,7 @@
// will fit into empty /obj/machinery/light of the corresponding type
/obj/item/light
icon = 'icons/obj/lighting.dmi'
icon = 'GainStation13/icons/obj/lighting.dmi' //GS13 - sprite change
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
@@ -839,7 +839,7 @@
/obj/machinery/light/floor
name = "floor light"
icon = 'icons/obj/lighting.dmi'
icon = 'GainStation13/icons/obj/lighting.dmi' //GS13 - sprite change
base_state = "floor" // base description and icon_state
icon_state = "floor"
brightness = 5