This commit is contained in:
keronshb
2021-10-16 00:02:05 -04:00
parent 84a94cb8ce
commit 3cfea7eb92
62 changed files with 5539 additions and 109 deletions
@@ -9,6 +9,7 @@
var/items_list = list()
speech_span = "spooky"
var/active = TRUE
var/BallTutorial = FALSE
/obj/item/barthpot/Destroy()
var/obj/item/barthpot/n = new src(loc)
@@ -17,6 +18,9 @@
/obj/item/barthpot/attackby(obj/item/I, mob/user, params)
if(BallTutorial)
say("Hello and welcome to the annual Citadelstation Spookyball 2021! Centcomm requisitioned this old hospital as a new colony site two years ago, and were back again after a few additions here and there. Next to me you can find all the tools youll need to build a nice private house, if youre here for that kind of thing. The axes will chop trees, and give you wood. Shovels will remove grass and things, which you can use the grass to make beds and backets. The pickaxe will allow you pick out the nearby rocks, if youre more interested in building a cave dwelling. Finally the umbrella and light sources are because its spooky, and it might rain! As for interesting spots; Theres the old abandoned mansion which you can get to by going through the entrance and towards the east. Theres also a mech arena directly south, and a racetrack in the caves to the right of the arena, follow the lanterns. And make sure to explore the caves too! Lots of neat things to find!")
return
if(!active)
say("Meow!")
return
@@ -32,6 +36,9 @@
say("It doesn't seem like that's magical enough!")
/obj/item/barthpot/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(BallTutorial)
say("Hello and welcome to the annual Citadelstation Spookyball 2021! Centcomm requisitioned this old hospital as a new colony site two years ago, and were back again after a few additions here and there. Next to me you can find all the tools youll need to build a nice private house, if youre here for that kind of thing. The axes will chop trees, and give you wood. Shovels will remove grass and things, which you can use the grass to make beds and backets. The pickaxe will allow you pick out the nearby rocks, if youre more interested in building a cave dwelling. Finally the umbrella and light sources are because its spooky, and it might rain! As for interesting spots; Theres the old abandoned mansion which you can get to by going through the entrance and towards the east. Theres also a mech arena directly south, and a racetrack in the caves to the right of the arena, follow the lanterns. And make sure to explore the caves too! Lots of neat things to find!")
return
if(!active)
say("Meow!")
return
@@ -268,3 +268,66 @@
category = "Holiday"
item = /obj/item/card/emag/halloween
surplus = 0
/////////////////////////
// Ball map Items //
/////////////////////////
/obj/item/wisp_lantern/pumpkin
name = "Pumpkin lantern"
desc = "This lantern gives off no light, but is home to a friendly Jacq o' latern."
icon_state = "lantern-on"
var/obj/effect/wisp/pumpkin/wisp2
//Hoooo boy that's some wild code there.
/obj/item/wisp_lantern/pumpkin/Initialize()
. = ..()
qdel(wisp)
wisp2 = new(src)
wisp = wisp2
/obj/effect/wisp/pumpkin
name = "Friendly pumpkin"
desc = "Happy to spook your way."
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "hardhat1_pumpkin_j"
light_range = 5
light_color = "#EE9933"
layer = 0
sight_flags = SEE_MOBS
lighting_alpha = 0
/obj/effect/wisp/pumpkin/update_user_sight(mob/user) //Disables SUPERLIGHTS
return
//Damnit LazyBones
/mob/living/simple_animal/lazy_bones
name = "Lazy Bones"
desc = "Simply refuses to get out of bed!"
icon = 'icons/mob/simple_human.dmi'
icon_state = "skeleton"
icon_living = "skeleton"
icon_dead = "skeleton"
gender = NEUTER
mob_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
turns_per_move = 5
speak_emote = list("rattles")
emote_see = list("rattles")
maxHealth = 40
health = 40
speed = 0
harm_intent_damage = 0
melee_damage_lower = 0
melee_damage_upper = 0
minbodytemp = 0
maxbodytemp = 1500
faction = list("skeleton")
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
deathmessage = "collapses into a pile of bones!"
del_on_death = 1
loot = list(/obj/effect/decal/remains/human)
do_footstep = TRUE
canmove = FALSE
@@ -50,6 +50,7 @@
var/cached_z
/// I'm busy, don't move.
var/busy = FALSE
var/spawn_cars = TRUE
var/static/blacklisted_items = typecacheof(list(
/obj/effect,
@@ -87,6 +88,9 @@
poof()
/mob/living/simple_animal/jacq/on_attack_hand(mob/living/carbon/human/M)
if(spawn_cars)
spawn_cars(M)
return ..()
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
@@ -97,6 +101,9 @@
..()
/mob/living/simple_animal/jacq/attack_paw(mob/living/carbon/monkey/M)
if(spawn_cars)
spawn_cars(M)
return ..()
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
@@ -124,6 +131,8 @@
/mob/living/simple_animal/jacq/proc/poof()
if(!active)//if disabled, don't poof
return
last_poof = world.realtime
var/datum/reagents/R = new/datum/reagents(100)//Hey, just in case.
var/datum/effect_system/smoke_spread/chem/s = new()
@@ -466,6 +475,30 @@
sleep(20)
poof()
/mob/living/simple_animal/jacq/proc/spawn_cars(mob/living/carbon/C)
visible_message("<b>[src]</b> gives off a glowing smile, <span class='spooky'>\"What ken Ah offer ye? I can magic up a vectorcraft in manual or automatic fer ye.\"</span>")
var/choices_reward = list("Manual", "Automatic", "How do Automatics work?", "Nothing, thanks")
var/choice_reward = input(usr, "Trick or Treat?", "Trick or Treat?") in choices_reward
switch(choice_reward)
if("Manual")
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"Great choice! 'Ere's yer car.\"</span>")
jacqrunes("Great choice! 'Ere's yer car.", C)
new /obj/vehicle/sealed/vectorcraft(loc)
if("Automatic")
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"'Ere's yer car. Not as fast as an automatic mind.\"</span>")
jacqrunes("'Ere's yer car. Not as fast as an automatic mind.", C)
new /obj/vehicle/sealed/vectorcraft/auto(loc)
if("How do Automatics work?")
visible_message("<b>[src]</b> smiles, <span class='spooky'>\"Hold wasd to gain speed in a direction, c to enable/disable the clutch, 1 2 3 4 to change gears (help is gear 1, disarm is gear 2, grab is gear 3 and harm is gear 4) while holding a direction (make sure the clutch is enabled when you change gears, you should hear a sound when you've successfully changed gears), r to toggle handbrake, hold alt for brake and press shift for boost (the machine will beep when the boost is recharged)! If you hear an ebbing sound like \"brbrbrbrbr\" you need to gear down, the whining sound means you need to gear up. Hearing a pleasant \"whumwhumwhum\" is optimal gearage! It can be a lil slow to start, so make sure you're in the 1st gear, andusing a boost to get you started is a good idea. If you've got a good speed you'll likely never need to dip down to gear 1 again, and make sure to hold the acceleration pedal down while changing gears (hold a direction). 1st gear is for slow movement, and it's a good idea to mvoe to 2nd gear as quick as you can, you can coldstart a car from gear one by slowly moving, then using the boost to jump you up to gear 2 speeds. The upper gears are for unlimiting your top speed.\"</span>")
jacqrunes("They're a bit tricky, aye. Basically;", C)
if("Nothing, thanks")
visible_message("<b>[src]</b> shrugs, <span class='spooky'>\"Suit yerself.\"</span>")
jacqrunes("Suit yerself.", C)
visible_message("<b>[src]</b> shrugs, <span class='spooky'>\"Oh and look after the crafts, aye? They can get a wee bit... explosive if banged up a tad too much. They move slower damaged too like. Ye can repair 'em with the welders o'er there.\"</span>")
jacqrunes("Oh and look after the crafts, aye? They can get a wee bit... explosive if banged up a tad too much. They move slower damaged too like. Ye can repair 'em with the welders o'er there. ", C)
/mob/living/simple_animal/jacq/update_mobility()
. = ..()
if(busy)
@@ -379,7 +379,7 @@
else
to_chat(user, "<span class='notice'>You return the wisp to the lantern.</span>")
icon_state = "lantern-blue"
icon_state = initial(icon_state)
wisp.forceMove(src)
SSblackbox.record_feedback("tally", "wisp_lantern", 1, "Returned")
+2 -1
View File
@@ -37,7 +37,8 @@
return BULLET_ACT_BLOCK
if(iscarbon(target))
var/mob/living/carbon/C = target
C.regenerate_limbs()
if(!is_species(C, /datum/species/dullahan)) //No accidental instagibbing dullahans please
C.regenerate_limbs()
C.regenerate_organs()
if(target.revive(full_heal = 1))
target.grab_ghost(force = TRUE) // even suicides
@@ -106,6 +106,16 @@
category = list("Bluespace Designs")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/bluespace_carrier
name = "Bluespace Jar"
desc = "A jar used to contain creatures, using the power of bluespace."
id = "bluespace_carrier"
build_type = PROTOLATHE
build_path = /obj/item/pet_carrier/bluespace
materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 600)
category = list("Bluespace Designs")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/bluespace_pipe
name = "Bluespace Pipe"
desc = "A pipe that teleports gases."
+34 -100
View File
@@ -110,7 +110,7 @@
name = "\"Phazon\" Central Control module"
desc = "Allows for the construction of a \"Phazon\" Central Control module."
id = "phazon_main"
materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100)
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
build_path = /obj/item/circuitboard/mecha/phazon/main
category = list("Exosuit Modules")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
@@ -119,7 +119,7 @@
name = "\"Phazon\" Peripherals Control module"
desc = "Allows for the construction of a \"Phazon\" Peripheral Control module."
id = "phazon_peri"
materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100)
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
build_path = /obj/item/circuitboard/mecha/phazon/peripherals
category = list("Exosuit Modules")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
@@ -128,7 +128,7 @@
name = "\"Phazon\" Weapons & Targeting Control module"
desc = "Allows for the construction of a \"Phazon\" Weapons & Targeting Control module."
id = "phazon_targ"
materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100)
materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100)
build_path = /obj/item/circuitboard/mecha/phazon/targeting
category = list("Exosuit Modules")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
@@ -143,7 +143,7 @@
id = "mech_scattershot"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -153,49 +153,27 @@
id = "mech_seedscatter"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/seedscatter
materials = list(/datum/material/iron=10000, /datum/material/glass = 10000)
materials = list(MAT_METAL=10000, MAT_GLASS = 10000)
construction_time = 70
category = list("Exosuit Equipment")
/datum/design/mech_scattershot_ammo
name = "Scattershot Ammunition"
desc = "Ammunition for the LBX AC 10 and Melon Seed exosuit weapon."
id = "mech_scattershot_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/scattershot
materials = list(/datum/material/iron=6000)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/mech_carbine
name = "Exosuit Weapon (FNX-99 \"Hades\" Carbine)"
desc = "Allows for the construction of FNX-99 \"Hades\" Carbine."
id = "mech_carbine"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_carbine_ammo
name = "FNX-99 Carbine Ammunition"
desc = "Ammunition for the FNX-99 \"Hades\" Carbine."
id = "mech_carbine_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/incendiary
materials = list(/datum/material/iron=6000)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/mech_ion
name = "Exosuit Weapon (MKIV Ion Heavy Cannon)"
desc = "Allows for the construction of MKIV Ion Heavy Cannon."
id = "mech_ion"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
materials = list(/datum/material/iron=20000,/datum/material/silver=6000,/datum/material/uranium=2000)
materials = list(MAT_METAL=20000,MAT_SILVER=6000,MAT_URANIUM=2000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -205,7 +183,7 @@
id = "mech_tesla"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
materials = list(/datum/material/iron=20000,/datum/material/silver=8000)
materials = list(MAT_METAL=20000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -215,7 +193,7 @@
id = "mech_laser"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -225,7 +203,7 @@
id = "mech_laser_heavy"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -235,70 +213,37 @@
id = "mech_grenade_launcher"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
materials = list(/datum/material/iron=22000,/datum/material/gold=6000,/datum/material/silver=8000)
materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_grenade_launcher_ammo
name = "SGL-6 Grenade Launcher Ammunition"
desc = "Ammunition for the SGL-6 Grenade Launcher."
id = "mech_grenade_launcher_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/flashbang
materials = list(/datum/material/iron=4000,/datum/material/gold=500,/datum/material/silver=500)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/mech_missile_rack
name = "Exosuit Weapon (BRM-6 Missile Rack)"
desc = "Allows for the construction of an BRM-6 Breaching Missile Rack."
name = "Exosuit Weapon (SRM-8 Missile Rack)"
desc = "Allows for the construction of an SRM-8 Missile Rack."
id = "mech_missile_rack"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/breaching
materials = list(/datum/material/iron=22000,/datum/material/gold=6000,/datum/material/silver=8000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_missile_rack_ammo
name = "SRM-8 Missile Rack Ammunition"
desc = "Ammunition for the SRM-8 Missile Rack."
id = "mech_missile_rack_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/missiles_br
materials = list(/datum/material/iron=8000,/datum/material/gold=500,/datum/material/silver=500)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/clusterbang_launcher
name = "Exosuit Module (SOB-3 Clusterbang Launcher)"
desc = "A weapon that violates the Geneva Convention at 3 rounds per minute"
id = "clusterbang_launcher"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang
materials = list(/datum/material/iron=20000,/datum/material/gold=10000,/datum/material/uranium=10000)
materials = list(MAT_METAL=20000,MAT_GOLD=10000,MAT_URANIUM=10000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/clusterbang_launcher_ammo
name = "SOB-3 Clusterbang Launcher Ammunition"
desc = "Ammunition for the SOB-3 Clusterbang Launcher"
id = "clusterbang_launcher_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/clusterbang
materials = list(/datum/material/iron=6000,/datum/material/gold=1500,/datum/material/uranium=1500)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/mech_wormhole_gen
name = "Exosuit Module (Localized Wormhole Generator)"
desc = "An exosuit module that allows generating of small quasi-stable wormholes."
id = "mech_wormhole_gen"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/wormhole_generator
materials = list(/datum/material/iron=10000)
build_path = /obj/item/reagent_containers/food/snacks/pie/cream //Temporary fix for the ball so someone doesn't griff
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -307,8 +252,8 @@
desc = "An exosuit module that allows exosuits to teleport to any position in view."
id = "mech_teleporter"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/teleporter
materials = list(/datum/material/iron=10000,/datum/material/diamond=10000)
build_path = /obj/item/reagent_containers/food/snacks/pie/cream //Temporary fix for the ball so someone doesn't griff
materials = list(MAT_METAL=10000,MAT_DIAMOND=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -318,7 +263,7 @@
id = "mech_rcd"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/rcd
materials = list(/datum/material/iron=30000,/datum/material/gold=20000,/datum/material/plasma=25000,/datum/material/silver=20000)
materials = list(MAT_METAL=30000,MAT_GOLD=20000,MAT_PLASMA=25000,MAT_SILVER=20000)
construction_time = 1200
category = list("Exosuit Equipment")
@@ -328,7 +273,7 @@
id = "mech_gravcatapult"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/gravcatapult
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -338,7 +283,7 @@
id = "mech_repair_droid"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
materials = list(/datum/material/iron=10000,/datum/material/glass=5000,/datum/material/gold=1000,/datum/material/silver=2000)
materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_GOLD=1000,MAT_SILVER=2000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -348,7 +293,7 @@
id = "mech_energy_relay"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
materials = list(/datum/material/iron=10000,/datum/material/glass=2000,/datum/material/gold=2000,/datum/material/silver=3000)
materials = list(MAT_METAL=10000,MAT_GLASS=2000,MAT_GOLD=2000,MAT_SILVER=3000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -358,7 +303,7 @@
id = "mech_ccw_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster
materials = list(/datum/material/iron=20000,/datum/material/silver=5000)
materials = list(MAT_METAL=20000,MAT_SILVER=5000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -368,7 +313,7 @@
id = "mech_proj_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
materials = list(/datum/material/iron=20000,/datum/material/gold=5000)
materials = list(MAT_METAL=20000,MAT_GOLD=5000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -378,7 +323,7 @@
id = "mech_diamond_drill"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill
materials = list(/datum/material/iron=10000,/datum/material/diamond=6500)
materials = list(MAT_METAL=10000,MAT_DIAMOND=6500)
construction_time = 100
category = list("Exosuit Equipment")
@@ -388,7 +333,7 @@
id = "mech_generator_nuclear"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
materials = list(/datum/material/iron=10000,/datum/material/glass=1000,/datum/material/silver=500)
materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500)
construction_time = 100
category = list("Exosuit Equipment")
@@ -398,7 +343,7 @@
id = "mech_plasma_cutter"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
materials = list(/datum/material/iron = 8000, /datum/material/glass = 1000, /datum/material/plasma = 2000)
materials = list(MAT_METAL = 8000, MAT_GLASS = 1000, MAT_PLASMA = 2000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -408,7 +353,7 @@
id = "mech_taser"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -418,28 +363,17 @@
id = "mech_lmg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
materials = list(/datum/material/iron=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
/datum/design/mech_lmg_ammo
name = "Ultra AC 2 Ammunition"
desc = "Ammunition for the Ultra AC 2 LMG"
id = "mech_lmg_ammo"
build_type = PROTOLATHE | MECHFAB
build_path = /obj/item/mecha_ammo/lmg
materials = list(/datum/material/iron=4000)
construction_time = 20
category = list("Exosuit Ammunition", "Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/mech_sleeper
name = "Exosuit Medical Equipment (Mounted Sleeper)"
desc = "Equipment for medical exosuits. A mounted sleeper that stabilizes patients and can inject reagents in the exosuit's reserves."
id = "mech_sleeper"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/medical/sleeper
materials = list(/datum/material/iron=5000,/datum/material/glass=10000)
materials = list(MAT_METAL=5000,MAT_GLASS=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -449,7 +383,7 @@
id = "mech_syringe_gun"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun
materials = list(/datum/material/iron=3000,/datum/material/glass=2000)
materials = list(MAT_METAL=3000,MAT_GLASS=2000)
construction_time = 200
category = list("Exosuit Equipment")
@@ -458,7 +392,7 @@
desc = "Equipment for medical exosuits. A mounted medical nanite projector which will treat patients with a focused beam."
id = "mech_medi_beam"
build_type = MECHFAB
materials = list(/datum/material/iron = 15000, /datum/material/glass = 8000, /datum/material/plasma = 3000, /datum/material/gold = 8000, /datum/material/diamond = 2000)
materials = list(MAT_METAL = 15000, MAT_GLASS = 8000, MAT_PLASMA = 3000, MAT_GOLD = 8000, MAT_DIAMOND = 2000)
construction_time = 250
build_path = /obj/item/mecha_parts/mecha_equipment/medical/mechmedbeam
category = list("Exosuit Equipment")
+2 -1
View File
@@ -192,7 +192,8 @@
/obj/item/clothing/under/costume/cheongsam = 3,
/obj/item/clothing/under/costume/cheongsam/white = 3,
/obj/item/clothing/under/costume/cheongsam/red = 3,
/obj/item/storage/backpack/snail = 3)
/obj/item/storage/backpack/snail = 3,
/obj/item/umbrella = 5)
contraband = list(/obj/item/clothing/accessory/turtleneck/tactifool/syndicate = 3,
/obj/item/clothing/under/syndicate/tacticool = 3,
/obj/item/clothing/under/syndicate/tacticool/skirt = 3,