Cleans up Modular_citadel
Yes I know it'll have merge conflicts later.
This commit is contained in:
@@ -0,0 +1,72 @@
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/obj/effect/mob_spawn/human/lavaknight
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name = "odd cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a faint glow underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "a displaced knight from another dimension"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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random = TRUE
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outfit = /datum/outfit/lavaknight
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mob_species = /datum/species/human
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a knight who conveniently has some form of retrograde amnesia. \
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You cannot remember where you came from. However, a few things remain burnt into your mind, most prominently a vow to never harm another sapient being under any circumstances unless it is hellbent on ending your life. \
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Remember: hostile creatures and such are fair game for attacking, but <span class='danger'>under no circumstances are you to attack anything capable of thought and/or speech</span> unless it has made it its life's calling to chase you to the ends of the earth."
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assignedrole = "Cydonian Knight"
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/obj/effect/mob_spawn/human/lavaknight/special(mob/living/new_spawn)
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if(ishuman(new_spawn))
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var/mob/living/carbon/human/H = new_spawn
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H.dna.features["mam_ears"] = "Cat, Big" //cat people
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H.dna.features["mcolor"] = H.hair_color
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H.update_body()
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/obj/effect/mob_spawn/human/lavaknight/Destroy()
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new/obj/structure/showcase/machinery/oldpod/used(drop_location())
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return ..()
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/datum/outfit/lavaknight
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name = "Cydonian Knight"
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uniform = /obj/item/clothing/under/assistantformal
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mask = /obj/item/clothing/mask/breath
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shoes = /obj/item/clothing/shoes/sneakers/black
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r_pocket = /obj/item/melee/transforming/energy/sword/cx
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suit = /obj/item/clothing/suit/space/hardsuit/lavaknight
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suit_store = /obj/item/tank/internals/oxygen
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id = /obj/item/card/id/knight
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/datum/outfit/lavaknight/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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if(visualsOnly)
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return
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var/obj/item/card/id/knight/W = H.wear_id
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W.assignment = "Knight"
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W.registered_name = H.real_name
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W.id_color = "#0000FF" //Regular knights get simple blue. Doesn't matter much because it's variable anyway
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W.update_label(H.real_name)
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W.update_icon()
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/datum/outfit/lavaknight/captain
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name ="Cydonian Knight Captain"
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l_pocket = /obj/item/twohanded/hypereutactic
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/datum/outfit/lavaknight/captain/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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if(visualsOnly)
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return
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var/obj/item/card/id/knight/W = H.wear_id
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W.assignment = "Knight Captain"
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W.registered_name = H.real_name
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W.id_color = "#FFD700" //Captains get gold, duh. Doesn't matter because it's variable anyway
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W.update_label(H.real_name)
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W.update_icon()
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/obj/effect/mob_spawn/human/lavaknight/captain
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name = "odd gilded cryogenics pod"
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desc = "A humming cryo pod that appears to be gilded. You can barely recognise a faint glow underneath the built up ice. The machine is attempting to wake up its occupant."
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a knight who conveniently has some form of retrograde amnesia. \
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You cannot remember where you came from. However, a few things remain burnt into your mind, most prominently a vow to never harm another sapient being under any circumstances unless it is hellbent on ending your life. \
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Remember: hostile creatures and such are fair game for attacking, but <span class='danger'>under no circumstances are you to attack anything capable of thought and/or speech</span> unless it has made it its life's calling to chase you to the ends of the earth. \
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You feel a natural instict to lead, and as such, you should strive to lead your comrades to safety, and hopefully home. You also feel a burning determination to uphold your vow, as well as your fellow comrade's."
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outfit = /datum/outfit/lavaknight/captain
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@@ -0,0 +1,160 @@
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/*
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CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
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*/
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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name = "cydonian helmet"
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desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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icon = 'modular_citadel/icons/lavaknight/item/head.dmi'
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icon_state = "knight_cydonia"
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item_state = "knight_yellow"
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item_color = null
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alternate_worn_icon = 'modular_citadel/icons/lavaknight/mob/head.dmi'
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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heat_protection = HEAD
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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brightness_on = 7
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
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var/energy_color = "#35FFF0"
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var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/New()
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..()
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if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
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linkedsuit = loc
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
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on = !on
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if(on)
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set_light(brightness_on)
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else
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set_light(0)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/helm_overlay = mutable_appearance('modular_citadel/icons/lavaknight/item/head.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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if(energy_color)
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helm_overlay.color = energy_color
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helm_overlay.plane = LIGHTING_PLANE + 1 //Magic number is used here because we have no ABOVE_LIGHTING_PLANE plane defined. Lighting plane is 15, HUD is 18
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(helm_overlay)
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emissivelights()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/equipped(mob/user, slot)
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..()
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if(slot == SLOT_HEAD)
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emissivelights()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/dropped(mob/user)
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..()
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emissivelightsoff()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/proc/emissivelights(mob/user = usr)
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var/mutable_appearance/energy_overlay = mutable_appearance('modular_citadel/icons/lavaknight/mob/head.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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energy_overlay.color = energy_color
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energy_overlay.plane = LIGHTING_PLANE + 1
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user.cut_overlay(energy_overlay) //honk
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user.add_overlay(energy_overlay) //honk
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/proc/emissivelightsoff(mob/user = usr)
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user.cut_overlay()
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linkedsuit.emissivelights() //HONK HONK HONK MAXIMUM SPAGHETTI
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user.regenerate_icons() //honk
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/obj/item/clothing/suit/space/hardsuit/lavaknight
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icon = 'modular_citadel/icons/lavaknight/item/suit.dmi'
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icon_state = "knight_cydonia"
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name = "cydonian armor"
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desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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item_state = "swat_suit"
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alternate_worn_icon = 'modular_citadel/icons/lavaknight/mob/suit.dmi'
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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actions_types = list(/datum/action/item_action/toggle_helmet)
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var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/linkedhelm
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var/energy_color = "#35FFF0"
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/obj/item/clothing/suit/space/hardsuit/lavaknight/New()
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..()
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if(helmet)
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linkedhelm = helmet
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light_color = energy_color
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set_light(1)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
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..()
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update_icon()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/suit_overlay = mutable_appearance('modular_citadel/icons/lavaknight/item/suit.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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if(energy_color)
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suit_overlay.color = energy_color
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suit_overlay.plane = LIGHTING_PLANE + 1 //Magic number is used here because we have no ABOVE_LIGHTING_PLANE plane defined. Lighting plane is 15.
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(suit_overlay)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/equipped(mob/user, slot)
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..()
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if(slot == SLOT_WEAR_SUIT)
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emissivelights()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/dropped(mob/user)
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..()
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emissivelightsoff()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/proc/emissivelights(mob/user = usr)
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var/mutable_appearance/energy_overlay = mutable_appearance('modular_citadel/icons/lavaknight/mob/suit.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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energy_overlay.color = energy_color
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energy_overlay.plane = LIGHTING_PLANE + 1
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user.cut_overlay(energy_overlay) //honk
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user.add_overlay(energy_overlay) //honk
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/obj/item/clothing/suit/space/hardsuit/lavaknight/proc/emissivelightsoff(mob/user = usr)
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user.cut_overlays()
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user.regenerate_icons() //honk
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/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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if(user.incapacitated() || !istype(user) || !in_range(src, user))
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return
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if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
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if(energy_color_input)
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energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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user.update_inv_wear_suit()
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if(linkedhelm)
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linkedhelm.energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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user.update_inv_head()
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linkedhelm.update_icon()
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update_icon()
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user.update_inv_wear_suit()
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light_color = energy_color
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emissivelights()
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update_light()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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@@ -0,0 +1,8 @@
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//This file controls whether or not a job complies with dresscodes.
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//If a job complies with dresscodes, loadout items will not be equipped instead of the job's outfit, instead placing the items into the player's backpack.
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/datum/job
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var/dresscodecompliant = TRUE
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/datum/job/assistant
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dresscodecompliant = FALSE
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@@ -0,0 +1,85 @@
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/mob/living/simple_animal/pet/cat
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/crab
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devourable = TRUE
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/mob/living/simple_animal/pet/dog
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/hostile/retaliate/goat
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/cow
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/chick
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devourable = TRUE
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/mob/living/simple_animal/chicken
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/pet/fox
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/hostile/lizard
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devourable = TRUE
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/mob/living/simple_animal/mouse
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devourable = TRUE
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/mob/living/simple_animal/pet/penguin
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no_vore = TRUE
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/mob/living/simple_animal/pet
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devourable = TRUE
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/mob/living/simple_animal/sloth
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devourable = TRUE
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/mob/living/simple_animal/hostile/alien
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/hostile/bear
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/hostile/poison/giant_spider
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devourable = TRUE
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/mob/living/simple_animal/hostile/retaliate/poison/snake
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devourable = TRUE
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no_vore = FALSE //oh yes my pretty.
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/mob/living/simple_animal/hostile/gorilla
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal/hostile/megafauna/dragon
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no_vore = FALSE
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/mob/living/simple_animal/hostile/asteroid/goliath
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no_vore = FALSE
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/mob/living/simple_animal/parrot
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devourable = TRUE
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no_vore = FALSE
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/mob/living/simple_animal
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no_vore = TRUE
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/mob/living/carbon/alien
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devourable = TRUE
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/mob/living/carbon/monkey
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devourable = TRUE
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/mob/living/simple_animal/hostile/carp
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devourable = TRUE
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@@ -0,0 +1,10 @@
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/mob/living/Knockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg) //Can't go below remaining duration
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if(((status_flags & CANKNOCKDOWN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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if(absorb_stun(isnull(override_hardstun)? amount : override_hardstun, ignore_canknockdown))
|
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return
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration = max(world.time + (isnull(override_hardstun)? amount : override_hardstun), K.duration)
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else if((amount || override_hardstun) > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating, override_hardstun, override_stamdmg)
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return K
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@@ -0,0 +1,54 @@
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/obj/vehicle/ridden/secway
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var/chargemax = 150
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var/chargerate = 0.35
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var/charge = 150
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var/chargespeed = 1
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var/normalspeed = 2
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var/last_tick = 0
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var/list/progressbars_by_rider = list()
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/obj/vehicle/ridden/secway/Initialize()
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. = ..()
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START_PROCESSING(SSfastprocess, src)
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/obj/vehicle/ridden/secway/process()
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var/diff = world.time - last_tick
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var/regen = chargerate * diff
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charge = CLAMP(charge + regen, 0, chargemax)
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last_tick = world.time
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/obj/vehicle/ridden/secway/relaymove(mob/user, direction)
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var/new_speed = normalspeed
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.sprinting && charge)
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charge--
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new_speed = chargespeed
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GET_COMPONENT(D, /datum/component/riding)
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D.vehicle_move_delay = new_speed
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for(var/i in progressbars_by_rider)
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var/datum/progressbar/B = progressbars_by_rider[i]
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B.update(charge)
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return ..()
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/obj/vehicle/ridden/secway/buckle_mob(mob/living/M, force, check_loc)
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. = ..(M, force, check_loc)
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if(.)
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if(progressbars_by_rider[M])
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qdel(progressbars_by_rider[M])
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var/datum/progressbar/D = new(M, chargemax, src)
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D.update(charge)
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progressbars_by_rider[M] = D
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/obj/vehicle/ridden/secway/unbuckle_mob(mob/living/M, force)
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. = ..(M, force)
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if(.)
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qdel(progressbars_by_rider[M])
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progressbars_by_rider -= M
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|
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/obj/vehicle/ridden/secway/Destroy()
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for(var/i in progressbars_by_rider)
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qdel(progressbars_by_rider[i])
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||||
progressbars_by_rider.Cut()
|
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STOP_PROCESSING(SSfastprocess, src)
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||||
return ..()
|
||||
Reference in New Issue
Block a user