initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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/**********************Lavaland Areas**************************/
/area/lavaland
icon_state = "mining"
has_gravity = 1
/area/lavaland/surface
name = "Lavaland"
icon_state = "explored"
music = null
requires_power = 1
ambientsounds = list('sound/ambience/ambimine.ogg')
/area/lavaland/underground
name = "Lavaland Caves"
icon_state = "unexplored"
music = null
always_unpowered = 1
requires_power = 1
poweralm = 0
power_environ = 0
power_equip = 0
power_light = 0
ambientsounds = list('sound/ambience/ambimine.ogg')
/area/lavaland/surface/outdoors
name = "Lavaland Wastes"
outdoors = 1
/area/lavaland/surface/outdoors/explored
name = "Lavaland Labor Camp"
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//The chests dropped by mob spawner tendrils. Also contains associated loot.
/obj/structure/closet/crate/necropolis
name = "necropolis chest"
desc = "It's watching you closely."
icon_state = "necrocrate"
/obj/structure/closet/crate/necropolis/tendril
desc = "It's watching you suspiciously."
/obj/structure/closet/crate/necropolis/tendril/New()
..()
var/loot = rand(1,25)
switch(loot)
if(1)
new /obj/item/device/shared_storage/red(src)
if(2)
new /obj/item/clothing/suit/space/hardsuit/cult(src)
if(3)
new /obj/item/device/soulstone/anybody(src)
if(4)
new /obj/item/weapon/katana/cursed(src)
if(5)
new /obj/item/clothing/glasses/godeye(src)
if(6)
new /obj/item/weapon/reagent_containers/glass/bottle/potion/flight(src)
if(7)
new /obj/item/weapon/pickaxe/diamond(src)
if(8)
new /obj/item/clothing/head/culthood(src)
new /obj/item/clothing/suit/cultrobes(src)
new /obj/item/weapon/bedsheet/cult(src)
if(9)
new /obj/item/organ/brain/alien(src)
if(10)
new /obj/item/organ/heart/cursed(src)
if(11)
new /obj/item/ship_in_a_bottle(src)
if(12)
new /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker(src)
if(13)
new /obj/item/weapon/sord(src)
if(14)
new /obj/item/weapon/nullrod/scythe/talking(src)
if(15)
new /obj/item/weapon/nullrod/armblade(src)
if(16)
new /obj/item/weapon/guardiancreator(src)
if(17)
new /obj/item/stack/sheet/runed_metal/fifty(src)
if(18)
new /obj/item/device/warp_cube/red(src)
if(19)
new /obj/item/device/wisp_lantern(src)
if(20)
new /obj/item/device/immortality_talisman(src)
if(21)
new /obj/item/weapon/gun/magic/hook(src)
if(22)
new /obj/item/voodoo(src)
if(23)
new /obj/item/weapon/grenade/clusterbuster/inferno(src)
if(24)
new /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater/hell(src)
new /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor(src)
if(25)
new /obj/item/weapon/spellbook/oneuse/summonitem(src)
//Spooky special loot
/obj/item/device/wisp_lantern
name = "spooky lantern"
desc = "This lantern gives off no light, but is home to a friendly wisp."
icon = 'icons/obj/lighting.dmi'
icon_state = "lantern-blue"
var/obj/effect/wisp/wisp
/obj/item/device/wisp_lantern/attack_self(mob/user)
if(!wisp)
user << "<span class='warning'>The wisp has gone missing!</span>"
return
if(wisp.loc == src)
user << "<span class='notice'>You release the wisp. It begins to \
bob around your head.</span>"
user.sight |= SEE_MOBS
icon_state = "lantern"
wisp.orbit(user, 20)
feedback_add_details("wisp_lantern","F") // freed
else
user << "<span class='notice'>You return the wisp to the lantern.\
</span>"
if(wisp.orbiting)
var/atom/A = wisp.orbiting
if(istype(A, /mob/living))
var/mob/living/M = A
M.sight &= ~SEE_MOBS
M << "<span class='notice'>Your vision returns to \
normal.</span>"
wisp.stop_orbit()
wisp.loc = src
icon_state = "lantern-blue"
feedback_add_details("wisp_lantern","R") // returned
/obj/item/device/wisp_lantern/New()
..()
wisp = new(src)
/obj/item/device/wisp_lantern/Destroy()
if(wisp)
if(wisp.loc == src)
qdel(wisp)
else
wisp.visible_message("<span class='notice'>[wisp] has a sad \
feeling for a moment, then it passes.</span>")
..()
//Wisp Lantern
/obj/effect/wisp
name = "friendly wisp"
desc = "Happy to light your way."
icon = 'icons/obj/lighting.dmi'
icon_state = "orb"
luminosity = 7
layer = ABOVE_ALL_MOB_LAYER
/obj/item/device/warp_cube
name = "blue cube"
desc = "A mysterious blue cube."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "blue_cube"
var/obj/item/device/warp_cube/linked
//Red/Blue Cubes
/obj/item/device/warp_cube/attack_self(mob/user)
if(!linked)
user << "[src] fizzles uselessly."
if(linked.z == CENTCOMM)
user << "[linked] is somewhere you can't go."
PoolOrNew(/obj/effect/particle_effect/smoke, user.loc)
user.forceMove(get_turf(linked))
feedback_add_details("warp_cube","[src.type]")
PoolOrNew(/obj/effect/particle_effect/smoke, user.loc)
/obj/item/device/warp_cube/red
name = "red cube"
desc = "A mysterious red cube."
icon_state = "red_cube"
/obj/item/device/warp_cube/red/New()
..()
if(!linked)
var/obj/item/device/warp_cube/blue = new(src.loc)
linked = blue
blue.linked = src
//Meat Hook
/obj/item/weapon/gun/magic/hook
name = "meat hook"
desc = "Mid or feed."
ammo_type = /obj/item/ammo_casing/magic/hook
icon_state = "hook"
item_state = "chain"
fire_sound = 'sound/weapons/batonextend.ogg'
max_charges = 1
flags = NOBLUDGEON
force = 18
/obj/item/ammo_casing/magic/hook
name = "hook"
desc = "a hook."
projectile_type = /obj/item/projectile/hook
caliber = "hook"
icon_state = "hook"
/obj/item/projectile/hook
name = "hook"
icon_state = "hook"
icon = 'icons/obj/lavaland/artefacts.dmi'
pass_flags = PASSTABLE
damage = 25
armour_penetration = 100
damage_type = BRUTE
hitsound = 'sound/effects/splat.ogg'
weaken = 3
var/chain
/obj/item/ammo_casing/magic/hook/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/hook/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="chain",icon = 'icons/obj/lavaland/artefacts.dmi',time=1000, maxdistance = 30)
/obj/item/projectile/hook/on_hit(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.visible_message("<span class='danger'>[L] is snagged by [firer]'s hook!</span>")
L.forceMove(get_turf(firer))
qdel(chain)
//Immortality Talisman
/obj/item/device/immortality_talisman
name = "Immortality Talisman"
desc = "A dread talisman that can render you completely invulnerable."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "talisman"
var/cooldown = 0
/obj/item/device/immortality_talisman/Destroy(force)
if(force)
. = ..()
else
return QDEL_HINT_LETMELIVE
/obj/item/device/immortality_talisman/attack_self(mob/user)
if(cooldown < world.time)
feedback_add_details("immortality_talisman","U") // usage
cooldown = world.time + 600
user.visible_message("<span class='danger'>[user] vanishes from reality, leaving a a hole in their place!</span>")
var/obj/effect/immortality_talisman/Z = new(get_turf(src.loc))
Z.name = "hole in reality"
Z.desc = "It's shaped an awful lot like [user.name]."
Z.setDir(user.dir)
user.forceMove(Z)
user.notransform = 1
user.status_flags |= GODMODE
spawn(100)
user.status_flags &= ~GODMODE
user.notransform = 0
user.forceMove(get_turf(Z))
user.visible_message("<span class='danger'>[user] pops back into reality!</span>")
Z.can_destroy = TRUE
qdel(Z)
/obj/effect/immortality_talisman
icon_state = "blank"
icon = 'icons/effects/effects.dmi'
burn_state = LAVA_PROOF
var/can_destroy = FALSE
/obj/effect/immortality_talisman/attackby()
return
/obj/effect/immortality_talisman/ex_act()
return
/obj/effect/immortality_talisman/singularity_pull()
return 0
/obj/effect/immortality_talisman/Destroy(force)
if(!can_destroy && !force)
return QDEL_HINT_LETMELIVE
else
. = ..()
//Shared Bag
//Internal
/obj/item/weapon/storage/backpack/shared
name = "paradox bag"
desc = "Somehow, it's in two places at once."
max_combined_w_class = 60
max_w_class = 3
//External
/obj/item/device/shared_storage
name = "paradox bag"
desc = "Somehow, it's in two places at once."
icon = 'icons/obj/storage.dmi'
icon_state = "cultpack"
slot_flags = SLOT_BACK
var/obj/item/weapon/storage/backpack/shared/bag
/obj/item/device/shared_storage/red
name = "paradox bag"
desc = "Somehow, it's in two places at once."
/obj/item/device/shared_storage/red/New()
..()
if(!bag)
var/obj/item/weapon/storage/backpack/shared/S = new(src)
var/obj/item/device/shared_storage/blue = new(src.loc)
src.bag = S
blue.bag = S
/obj/item/device/shared_storage/attackby(obj/item/W, mob/user, params)
if(bag)
bag.loc = user
bag.attackby(W, user, params)
/obj/item/device/shared_storage/attack_hand(mob/living/carbon/user)
if(!iscarbon(user))
return
if(loc == user && user.back && user.back == src)
if(bag)
bag.loc = user
bag.attack_hand(user)
else
..()
/obj/item/device/shared_storage/MouseDrop(atom/over_object)
if(iscarbon(usr) || isdrone(usr))
var/mob/M = usr
if(!over_object)
return
if (istype(usr.loc,/obj/mecha))
return
if(!M.restrained() && !M.stat)
playsound(loc, "rustle", 50, 1, -5)
if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(!M.unEquip(src))
return
switch(H.slot_id)
if(slot_r_hand)
M.put_in_r_hand(src)
if(slot_l_hand)
M.put_in_l_hand(src)
add_fingerprint(usr)
//Boat
/obj/vehicle/lavaboat
name = "lava boat"
desc = "A boat used for traversing lava."
icon_state = "goliath_boat"
icon = 'icons/obj/lavaland/dragonboat.dmi'
keytype = /obj/item/weapon/oar
burn_state = LAVA_PROOF
/obj/vehicle/lavaboat/relaymove(mob/user, direction)
var/turf/next = get_step(src, direction)
var/turf/current = get_turf(src)
if(istype(next, /turf/open/floor/plating/lava) || istype(current, /turf/open/floor/plating/lava)) //We can move from land to lava, or lava to land, but not from land to land
..()
else
user << "Boats don't go on land!"
return 0
/obj/item/weapon/oar
name = "oar"
icon = 'icons/obj/vehicles.dmi'
icon_state = "oar"
item_state = "rods"
desc = "Not to be confused with the kind Research hassles you for."
force = 12
w_class = 3
burn_state = LAVA_PROOF
/datum/crafting_recipe/oar
name = "goliath bone oar"
result = /obj/item/weapon/oar
reqs = list(/obj/item/stack/sheet/bone = 2)
time = 15
category = CAT_PRIMAL
/datum/crafting_recipe/boat
name = "goliath hide boat"
result = /obj/vehicle/lavaboat
reqs = list(/obj/item/stack/sheet/animalhide/goliath_hide = 3)
time = 50
category = CAT_PRIMAL
//Dragon Boat
/obj/item/ship_in_a_bottle
name = "ship in a bottle"
desc = "A tiny ship inside a bottle."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "ship_bottle"
/obj/item/ship_in_a_bottle/attack_self(mob/user)
user << "You're not sure how they get the ships in these things, but you're pretty sure you know how to get it out."
playsound(user.loc, 'sound/effects/Glassbr1.ogg', 100, 1)
new /obj/vehicle/lavaboat/dragon(get_turf(src))
qdel(src)
/obj/vehicle/lavaboat/dragon
name = "mysterious boat"
desc = "This boat moves where you will it, without the need for an oar."
keytype = null
icon_state = "dragon_boat"
generic_pixel_y = 2
generic_pixel_x = 1
vehicle_move_delay = 1
//Potion of Flight
/obj/item/weapon/reagent_containers/glass/bottle/potion
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "potionflask"
/obj/item/weapon/reagent_containers/glass/bottle/potion/flight
name = "strange elixir"
desc = "A flask with an almost-holy aura emitting from it. The label on the bottle says: 'erqo'hyy tvi'rf lbh jv'atf'."
list_reagents = list("flightpotion" = 5)
/obj/item/weapon/reagent_containers/glass/bottle/potion/update_icon()
if(reagents.total_volume)
icon_state = "potionflask"
else
icon_state = "potionflask_empty"
/datum/reagent/flightpotion
name = "Flight Potion"
id = "flightpotion"
description = "Strange mutagenic compound of unknown origins."
reagent_state = LIQUID
color = "#FFEBEB"
/datum/reagent/flightpotion/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message = 1)
if(iscarbon(M) && M.stat != DEAD)
if(!ishumanbasic(M) || reac_volume < 5) // implying xenohumans are holy
if(method == INGEST && show_message)
M << "<span class='notice'><i>You feel nothing but a terrible aftertaste.</i></span>"
return ..()
M << "<span class='userdanger'>A terrible pain travels down your back as wings burst out!</span>"
M.set_species(/datum/species/angel)
playsound(M.loc, 'sound/items/poster_ripped.ogg', 50, 1, -1)
M.adjustBruteLoss(20)
M.emote("scream")
..()
///Bosses
//Dragon
/obj/structure/closet/crate/necropolis/dragon
name = "dragon chest"
/obj/structure/closet/crate/necropolis/dragon/New()
..()
var/loot = rand(1,4)
switch(loot)
if(1)
new /obj/item/weapon/melee/ghost_sword(src)
if(2)
new /obj/item/weapon/lava_staff(src)
if(3)
new /obj/item/weapon/spellbook/oneuse/fireball(src)
new /obj/item/weapon/gun/magic/wand/fireball(src)
if(4)
new /obj/item/weapon/dragons_blood(src)
/obj/item/weapon/melee/ghost_sword
name = "spectral blade"
desc = "A rusted and dulled blade. It doesn't look like it'd do much damage. It glows weakly."
icon_state = "spectral"
item_state = "spectral"
flags = CONDUCT
sharpness = IS_SHARP
w_class = 4
force = 1
throwforce = 1
hitsound = 'sound/effects/ghost2.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "rended")
var/summon_cooldown = 0
var/list/mob/dead/observer/spirits
/obj/item/weapon/melee/ghost_sword/New()
..()
spirits = list()
START_PROCESSING(SSobj, src)
poi_list |= src
/obj/item/weapon/melee/ghost_sword/Destroy()
for(var/mob/dead/observer/G in spirits)
G.invisibility = initial(G.invisibility)
spirits.Cut()
STOP_PROCESSING(SSobj, src)
poi_list -= src
. = ..()
/obj/item/weapon/melee/ghost_sword/attack_self(mob/user)
if(summon_cooldown > world.time)
user << "You just recently called out for aid. You don't want to annoy the spirits."
return
user << "You call out for aid, attempting to summon spirits to your side."
notify_ghosts("[user] is raising their [src], calling for your help!",
enter_link="<a href=?src=\ref[src];orbit=1>(Click to help)</a>",
source = user, action=NOTIFY_ORBIT)
summon_cooldown = world.time + 600
/obj/item/weapon/melee/ghost_sword/Topic(href, href_list)
if(href_list["orbit"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
ghost.ManualFollow(src)
/obj/item/weapon/melee/ghost_sword/process()
ghost_check()
/obj/item/weapon/melee/ghost_sword/proc/ghost_check()
var/ghost_counter = 0
var/turf/T = get_turf(src)
var/list/contents = T.GetAllContents()
var/mob/dead/observer/current_spirits = list()
for(var/mob/dead/observer/G in dead_mob_list)
if(G.orbiting in contents)
ghost_counter++
G.invisibility = 0
current_spirits |= G
for(var/mob/dead/observer/G in spirits - current_spirits)
G.invisibility = initial(G.invisibility)
spirits = current_spirits
return ghost_counter
/obj/item/weapon/melee/ghost_sword/attack(mob/living/target, mob/living/carbon/human/user)
force = 0
var/ghost_counter = ghost_check()
force = Clamp((ghost_counter * 4), 0, 75)
user.visible_message("<span class='danger'>[user] strikes with the force of [ghost_counter] vengeful spirits!</span>")
..()
/obj/item/weapon/melee/ghost_sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
var/ghost_counter = ghost_check()
final_block_chance += Clamp((ghost_counter * 5), 0, 75)
owner.visible_message("<span class='danger'>[owner] is protected by a ring of [ghost_counter] ghosts!</span>")
return ..()
//Blood
/obj/item/weapon/dragons_blood
name = "bottle of dragons blood"
desc = "You're not actually going to drink this, are you?"
icon = 'icons/obj/wizard.dmi'
icon_state = "vial"
/obj/item/weapon/dragons_blood/attack_self(mob/living/carbon/human/user)
if(!istype(user))
return
var/mob/living/carbon/human/H = user
var/random = rand(1,4)
switch(random)
if(1)
user << "<span class='danger'>Other than tasting terrible, nothing really happens.</span>"
if(2)
user << "<span class='danger'>Your flesh begins to melt! Miraculously, you seem fine otherwise.</span>"
H.set_species(/datum/species/skeleton)
if(3)
user << "<span class='danger'>You don't feel so good...</span>"
message_admins("[key_name_admin(user)](<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) has started transforming into a dragon via dragon's blood.")
H.ForceContractDisease(new /datum/disease/transformation/dragon(0))
if(4)
user << "<span class='danger'>You feel like you could walk straight through lava now.</span>"
H.weather_immunities |= "lava"
playsound(user.loc,'sound/items/drink.ogg', rand(10,50), 1)
qdel(src)
/datum/disease/transformation/dragon
name = "dragon transformation"
cure_text = "nothing"
cures = list("adminordrazine")
agent = "dragon's blood"
desc = "What do dragons have to do with Space Station 13?"
stage_prob = 20
severity = BIOHAZARD
visibility_flags = 0
stage1 = list("Your bones ache.")
stage2 = list("Your skin feels scaley.")
stage3 = list("<span class='danger'>You have an overwhelming urge to terrorize some peasants.</span>", "<span class='danger'>Your teeth feel sharper.</span>")
stage4 = list("<span class='danger'>Your blood burns.</span>")
stage5 = list("<span class='danger'>You're a fucking dragon. However, any previous allegiances you held still apply. It'd be incredibly rude to eat your still human friends for no reason.</span>")
new_form = /mob/living/simple_animal/hostile/megafauna/dragon/lesser
//Lava Staff
/obj/item/weapon/lava_staff
name = "staff of lava"
desc = "The ability to fill the emergency shuttle with lava. What more could you want out of life?"
icon_state = "staffofstorms"
item_state = "staffofstorms"
icon = 'icons/obj/guns/magic.dmi'
slot_flags = SLOT_BACK
item_state = "staffofstorms"
w_class = 4
force = 25
damtype = BURN
burn_state = LAVA_PROOF
hitsound = 'sound/weapons/sear.ogg'
var/turf_type = /turf/open/floor/plating/lava/smooth
var/cooldown = 200
var/timer = 0
var/banned_turfs
/obj/item/weapon/lava_staff/New()
. = ..()
banned_turfs = typecacheof(list(/turf/open/space/transit, /turf/closed))
/obj/item/weapon/lava_staff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
..()
if(timer > world.time)
return
if(is_type_in_typecache(target, banned_turfs))
return
if(target in view(user.client.view, get_turf(user)))
var/turf/T = get_turf(target)
message_admins("[key_name_admin(user)] fired the lava staff at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[get_area(target)] ([T.x], [T.y], [T.z])</a>).")
log_game("[key_name(user)] fired the lava staff at [get_area(target)] ([T.x], [T.y], [T.z]).")
var/turf/open/O = target
user.visible_message("<span class='danger'>[user] turns \the [O] into lava!</span>")
O.ChangeTurf(turf_type)
playsound(get_turf(src),'sound/magic/Fireball.ogg', 200, 1)
timer = world.time + cooldown
///Bubblegum
/obj/item/mayhem
name = "mayhem in a bottle"
desc = "A magically infused bottle of blood, the scent of which will drive anyone nearby into a murderous frenzy."
icon = 'icons/obj/wizard.dmi'
icon_state = "vial"
/obj/item/mayhem/attack_self(mob/user)
for(var/mob/living/carbon/human/H in range(7,user))
spawn()
var/obj/effect/mine/pickup/bloodbath/B = new(H)
B.mineEffect(H)
user << "<span class='notice'>You shatter the bottle!</span>"
playsound(user.loc, 'sound/effects/Glassbr1.ogg', 100, 1)
qdel(src)
/obj/structure/closet/crate/necropolis/bubblegum
name = "bubblegum chest"
/obj/structure/closet/crate/necropolis/bubblegum/New()
..()
var/loot = rand(1,3)
switch(loot)
if(1)
new /obj/item/weapon/antag_spawner/slaughter_demon(src)
if(2)
new /obj/item/mayhem(src)
if(3)
new /obj/item/blood_contract(src)
/obj/item/blood_contract
name = "blood contract"
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
color = "#FF0000"
desc = "Mark your target for death. "
var/used = FALSE
/obj/item/blood_contract/attack_self(mob/user)
if(used)
return
used = TRUE
var/choice = input(user,"Who do you want dead?","Pick Reinforcement") as null|anything in player_list
if(!(isliving(choice)))
user << "[choice] is already dead!"
used = FALSE
return
else
var/mob/living/L = choice
message_admins("<span class='adminnotice'>[L] has been marked for death!</span>")
var/datum/objective/survive/survive = new
survive.owner = L.mind
L.mind.objectives += survive
L << "<span class='userdanger'>You've been marked for death! Don't let the demons get you!</span>"
L.color = "#FF0000"
spawn()
var/obj/effect/mine/pickup/bloodbath/B = new(L)
B.mineEffect(L)
for(var/mob/living/carbon/human/H in player_list)
if(H == L)
continue
H << "<span class='userdanger'>You have an overwhelming desire to kill [L]. They have been marked red! Go kill them!</span>"
H.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife/butcher(H), slot_l_hand)
qdel(src)
+97
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/obj/structure/punching_bag
name = "punching bag"
desc = "A punching bag. Can you get to speed level 4???"
icon = 'goon/icons/obj/fitness.dmi'
icon_state = "punchingbag"
anchored = 1
layer = WALL_OBJ_LAYER
var/list/hit_sounds = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg',\
'sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg', 'sound/weapons/punch4.ogg')
/obj/structure/punching_bag/attack_hand(mob/user as mob)
flick("[icon_state]2", src)
playsound(src.loc, pick(src.hit_sounds), 25, 1, -1)
/obj/structure/stacklifter
name = "Weight Machine"
desc = "Just looking at this thing makes you feel tired."
icon = 'goon/icons/obj/fitness.dmi'
icon_state = "fitnesslifter"
density = 1
anchored = 1
/obj/structure/stacklifter/attack_hand(mob/user as mob)
if(in_use)
user << "Its already in use - wait a bit."
return
else
in_use = 1
icon_state = "fitnesslifter2"
user.setDir(SOUTH)
user.Stun(4)
user.loc = src.loc
var/bragmessage = pick("pushing it to the limit","going into overdrive","burning with determination","rising up to the challenge", "getting strong now","getting ripped")
user.visible_message("<B>[user] is [bragmessage]!</B>")
var/lifts = 0
while (lifts++ < 6)
if (user.loc != src.loc)
break
sleep(3)
animate(user, pixel_y = -2, time = 3)
sleep(3)
animate(user, pixel_y = -4, time = 3)
sleep(3)
playsound(user, 'goon/sound/effects/spring.ogg', 60, 1)
playsound(user, 'sound/machines/click.ogg', 60, 1)
in_use = 0
user.pixel_y = 0
var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!")
icon_state = "fitnesslifter"
user << finishmessage
/obj/structure/weightlifter
name = "Weight Machine"
desc = "Just looking at this thing makes you feel tired."
icon = 'goon/icons/obj/fitness.dmi'
icon_state = "fitnessweight"
density = 1
anchored = 1
/obj/structure/weightlifter/attack_hand(mob/user as mob)
if(in_use)
user << "Its already in use - wait a bit."
return
else
in_use = 1
icon_state = "fitnessweight-c"
user.setDir(SOUTH)
user.Stun(4)
user.loc = src.loc
var/image/W = image('goon/icons/obj/fitness.dmi',"fitnessweight-w")
W.layer = WALL_OBJ_LAYER
add_overlay(W)
var/bragmessage = pick("pushing it to the limit","going into overdrive","burning with determination","rising up to the challenge", "getting strong now","getting ripped")
user.visible_message("<B>[user] is [bragmessage]!</B>")
var/reps = 0
user.pixel_y = 5
while (reps++ < 6)
if (user.loc != src.loc)
break
for (var/innerReps = max(reps, 1), innerReps > 0, innerReps--)
sleep(3)
animate(user, pixel_y = (user.pixel_y == 3) ? 5 : 3, time = 3)
playsound(user, 'goon/sound/effects/spring.ogg', 60, 1)
sleep(3)
animate(user, pixel_y = 2, time = 3)
sleep(3)
playsound(user, 'sound/machines/click.ogg', 60, 1)
in_use = 0
animate(user, pixel_y = 0, time = 3)
var/finishmessage = pick("You feel stronger!","You feel like you can take on the world!","You feel robust!","You feel indestructible!")
icon_state = "fitnessweight"
overlays -= W
user << "[finishmessage]"
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#define STARTUP_STAGE 1
#define MAIN_STAGE 2
#define WIND_DOWN_STAGE 3
#define END_STAGE 4
/datum/weather
var/name = "storm"
var/start_up_time = 300 //30 seconds
var/start_up_message = "The wind begins to pick up."
var/start_up_sound
var/duration = 120 //2 minutes
var/duration_lower = 120
var/duration_upper = 120
var/duration_sound
var/duration_message = "A storm has started!"
var/wind_down = 300 // 30 seconds
var/wind_down_message = "The storm is passing."
var/wind_down_sound
var/target_z = 1
var/exclude_walls = TRUE
var/area_type = /area/space
var/stage = STARTUP_STAGE
var/start_up_overlay = "lava"
var/duration_overlay = "lava"
var/overlay_layer = AREA_LAYER //This is the default area layer, and above everything else. TURF_LAYER is floors/below walls and mobs.
var/purely_aesthetic = FALSE //If we just want gentle rain that doesn't hurt people
var/list/impacted_areas = list()
var/immunity_type = "storm"
/datum/weather/proc/weather_start_up()
for(var/area/N in get_areas(area_type))
if(N.z == target_z)
impacted_areas += N
duration = rand(duration_lower,duration_upper)
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='warning'><B>[start_up_message]</B></span>"
if(start_up_sound)
M << start_up_sound
sleep(start_up_time)
if(src && stage != MAIN_STAGE)
stage = MAIN_STAGE
weather_main()
/datum/weather/proc/weather_main()
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='userdanger'><i>[duration_message]</i></span>"
if(duration_sound)
M << duration_sound
if(purely_aesthetic)
sleep(duration*10)
else //Storm effects
for(var/i in 1 to duration-1)
for(var/mob/living/L in living_mob_list)
var/area/storm_area = get_area(L)
if(storm_area in impacted_areas)
storm_act(L)
sleep(10)
if(src && stage != WIND_DOWN_STAGE)
stage = WIND_DOWN_STAGE
weather_wind_down()
/datum/weather/proc/weather_wind_down()
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='danger'><B>[wind_down_message]</B></span>"
if(wind_down_sound)
M << wind_down_sound
sleep(wind_down)
if(src && stage != END_STAGE)
stage = END_STAGE
update_areas()
/datum/weather/proc/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
/datum/weather/proc/update_areas()
for(var/area/N in impacted_areas)
N.layer = overlay_layer
N.icon = 'icons/effects/weather_effects.dmi'
N.invisibility = 0
switch(stage)
if(STARTUP_STAGE)
N.icon_state = start_up_overlay
if(MAIN_STAGE)
N.icon_state = duration_overlay
if(WIND_DOWN_STAGE)
N.icon_state = start_up_overlay
if(END_STAGE)
N.icon_state = initial(N.icon_state)
N.icon = 'icons/turf/areas.dmi'
N.layer = AREA_LAYER //Just default back to normal area stuff since I assume setting a var is faster than initial
N.invisibility = INVISIBILITY_MAXIMUM
N.opacity = 0
@@ -0,0 +1,108 @@
///The floor is lava
/datum/weather/floor_is_lava
name = "floor is lava"
start_up_time = 30 //3 seconds
start_up_message = "The ground begins to bubble."
duration_lower = 45
duration_upper = 60 //1 minute
duration_message = "The floor is lava!"
wind_down = 30// 3 seconds
wind_down_message = "The ground begins to cool."
target_z = 1
exclude_walls = TRUE
area_type = /area
start_up_overlay = "lava"
duration_overlay = "lava"
overlay_layer = ABOVE_OPEN_TURF_LAYER //Covers floors only
immunity_type = "lava"
/datum/weather/floor_is_lava/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
var/turf/F = get_turf(L)
for(var/obj/structure/O in F.contents)
if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
return
L.adjustFireLoss(3)
/datum/weather/advanced_darkness
name = "advanced darkness"
start_up_time = 100 //10 seconds
start_up_message = "The lights begin to dim... is power going out?"
duration_lower = 45
duration_upper = 60 //1 minute
duration_message = "This isn't average everyday darkness... this is advanced darkness!"
wind_down = 100 // 10 seconds
wind_down_message = "The darkness recedes."
purely_aesthetic = TRUE
target_z = 1
exclude_walls = TRUE
area_type = /area
start_up_overlay = ""
duration_overlay = ""
overlay_layer = AREA_LAYER
/datum/weather/advanced_darkness/update_areas()
for(var/area/A in impacted_areas)
if(stage == MAIN_STAGE)
A.invisibility = 0
A.opacity = 1
A.layer = overlay_layer
A.icon = 'icons/effects/weather_effects.dmi'
A.icon_state = start_up_overlay
else
A.invisibility = INVISIBILITY_MAXIMUM
A.opacity = 0
//Ash storms
/datum/weather/ash_storm
name = "ash storm"
start_up_time = 300 //30 seconds
start_up_message = "An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter."
start_up_sound = 'sound/lavaland/ash_storm_windup.ogg'
duration_lower = 60 //1 minute
duration_upper = 150 //2.5 minutes
duration_message = "Smoldering clouds of scorching ash billow down around you! Get inside!"
duration_sound = 'sound/lavaland/ash_storm_start.ogg'
wind_down = 300 // 30 seconds
wind_down_message = "The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now."
wind_down_sound = 'sound/lavaland/ash_storm_end.ogg'
target_z = ZLEVEL_LAVALAND
area_type = /area/lavaland/surface/outdoors
start_up_overlay = "light_ash"
duration_overlay = "ash_storm"
overlay_layer = AREA_LAYER
immunity_type = "ash"
/datum/weather/ash_storm/false_alarm //No storm, just light ember fall
purely_aesthetic = TRUE
duration_overlay = "light_ash"
duration_message = "<span class='notice'>Gentle ashfall surrounds you like grotesque snow. The storm seems to have passed you by.</span>"
wind_down_message = "The ashfall quietly slows, then stops. Another layer of hardened soot to the volcanic rock beneath you."
/datum/weather/ash_storm/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
if(istype(L.loc, /obj/mecha))
return
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/thermal_protection = H.get_thermal_protection()
if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
return
L.adjustFireLoss(4)