Spellchecking
This commit is contained in:
@@ -119,7 +119,7 @@ GLOBAL_PROTECT(admin_ranks)
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if(config.admin_legacy_system)
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var/previous_rights = 0
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//load text from file and process each line seperately
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//load text from file and process each line separately
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for(var/line in world.file2list("config/admin_ranks.txt"))
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if(!line)
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continue
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@@ -195,7 +195,7 @@ GLOBAL_PROTECT(admin_ranks)
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//load text from file
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var/list/lines = world.file2list("config/admins.txt")
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//process each line seperately
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//process each line separately
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for(var/line in lines)
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if(!length(line))
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continue
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@@ -233,7 +233,7 @@
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. -= "reverting"
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//storing these can sometimes cause sticky bans to start matching everybody
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// and isn't even needed for sticky ban matching, as the hub tracks these seperately
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// and isn't even needed for sticky ban matching, as the hub tracks these separately
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. -= "IP"
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. -= "computer_id"
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@@ -201,8 +201,8 @@
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death = FALSE
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faction = "syndicate"
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outfit = /datum/outfit/snowsyndie
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flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
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disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
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flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be
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disposed of swirfly to assure no gathered information is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
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/datum/outfit/snowsyndie
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name = "Syndicate Snow Operative"
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@@ -6,7 +6,7 @@
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/up = 0 //but seperated to allow items to protect but not impair vision, like space helmets
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var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
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var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
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var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
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var/visor_flags_cover = 0 //same as above, but for flags_cover
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@@ -246,7 +246,7 @@
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/obj/item/clothing/head/jester
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name = "jester hat"
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desc = "A hat with bells, to add some merryness to the suit."
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desc = "A hat with bells, to add some merriness to the suit."
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icon_state = "jester_hat"
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/obj/item/clothing/head/rice_hat
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@@ -296,5 +296,5 @@
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/obj/item/clothing/head/jester/alt
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name = "jester hat"
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desc = "A hat with bells, to add some merryness to the suit."
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desc = "A hat with bells, to add some merriness to the suit."
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icon_state = "jester_hat2"
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@@ -206,7 +206,7 @@
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jumping = TRUE
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playsound(src.loc, 'sound/effects/stealthoff.ogg', 50, 1, 1)
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usr.visible_message("<span class='warning'>[usr] dashes foward into the air!</span>")
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usr.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
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usr.throw_at(target, jumpdistance, jumpspeed, spin=0, diagonals_first = 1, callback = CALLBACK(src, .proc/hop_end))
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/obj/item/clothing/shoes/bhop/proc/hop_end()
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@@ -1219,7 +1219,7 @@
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//FLIGHT HELMET----------------------------------------------------------------------------------------------------------------------------------------------------
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/obj/item/clothing/head/helmet/space/hardsuit/flightsuit
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name = "flight helmet"
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desc = "A sealed helmet attached to a flight suit for EVA usage scenerios. Its visor contains an information uplink HUD."
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desc = "A sealed helmet attached to a flight suit for EVA usage scenarios. Its visor contains an information uplink HUD."
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icon_state = "flighthelmet"
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item_state = "flighthelmet"
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item_color = "flight"
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@@ -0,0 +1,14 @@
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diff a/code/modules/clothing/spacesuits/flightsuit.dm b/code/modules/clothing/spacesuits/flightsuit.dm (rejected hunks)
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@@ -1157,10 +1157,10 @@
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maint_panel = TRUE
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else
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maint_panel = FALSE
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- usermessage("You [maint_panel? "open" : "close"] the maintainence panel.")
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+ usermessage("You [maint_panel? "open" : "close"] the maintenance panel.")
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return FALSE
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else if(!maint_panel)
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- usermessage("The maintainence panel is closed!", "boldwarning")
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+ usermessage("The maintenance panel is closed!", "boldwarning")
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return FALSE
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else if(istype(I, /obj/item/weapon/crowbar))
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var/list/inputlist = list()
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@@ -242,7 +242,7 @@ Contains:
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/obj/item/clothing/suit/space/freedom
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name = "eagle suit"
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desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
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desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
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icon_state = "freedom"
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item_state = "freedom"
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allowed = list(/obj/item/weapon/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton, /obj/item/weapon/restraints/handcuffs, /obj/item/weapon/tank/internals)
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@@ -197,7 +197,7 @@
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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desc = "Someone seperated our Research Director from his own head!"
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desc = "Someone separated our Research Director from his own head!"
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var/tele_range = 6
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var/rad_amount= 15
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reactivearmor_cooldown_duration = 100
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@@ -210,7 +210,7 @@
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/obj/item/clothing/suit/poncho/ponchoshame
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name = "poncho of shame"
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desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally."
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desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseparable. Literally."
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icon_state = "ponchoshame"
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item_state = "ponchoshame"
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flags = NODROP
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@@ -398,7 +398,7 @@
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/obj/item/weapon/reagent_containers/food/drinks/soda_cans/thirteenloko
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name = "Thirteen Loko"
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desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsibly."
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desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkenness, or even death. Please Drink Responsibly."
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icon_state = "thirteen_loko"
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list_reagents = list("thirteenloko" = 30)
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@@ -34,7 +34,7 @@
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// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
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// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
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// You can only mix the ported-over drinks in shot glasses for now (they'll mix in a shaker, but the sprite won't change for glasses). //
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// This is on a case-by-case basis, and you can even make a seperate sprite for shot glasses if you want. //
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// This is on a case-by-case basis, and you can even make a separate sprite for shot glasses if you want. //
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
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name = "shot glass"
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@@ -115,7 +115,7 @@
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desc = "Tasty spacey sugar!"
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list_reagents = list("sugar" = 50)
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/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
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/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Separate from above since it's a small shaker rather then
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name = "salt shaker" // a large one.
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desc = "Salt. From space oceans, presumably."
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icon_state = "saltshakersmall"
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@@ -27,7 +27,7 @@
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delay_mod = 0.5
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/obj/machinery/computer/camera_advanced/base_construction
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name = "base contruction console"
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name = "base construction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list("SS13")
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var/obj/item/weapon/construction/rcd/internal/RCD //Internal RCD. The computer passes user commands to this in order to avoid massive copypaste.
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@@ -267,7 +267,7 @@ datum/action/innate/aux_base/install_turret/Activate()
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var/turf/turret_turf = get_turf(remote_eye)
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if(is_blocked_turf(turret_turf))
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to_chat(owner, "<span class='warning'>Location is obtructed by something. Please clear the location and try again.</span>")
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to_chat(owner, "<span class='warning'>Location is obstructed by something. Please clear the location and try again.</span>")
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return
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var/obj/machinery/porta_turret/aux_base/T = new /obj/machinery/porta_turret/aux_base(turret_turf)
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@@ -785,7 +785,7 @@
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switch(random)
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if(1)
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to_chat(user, "<span class='danger'>Your appearence morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
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to_chat(user, "<span class='danger'>Your appearance morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
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H.dna.features = list("mcolor" = "A02720", "tail_lizard" = "Dark Tiger", "tail_human" = "None", "snout" = "Sharp", "horns" = "Curled", "ears" = "None", "wings" = "None", "frills" = "None", "spines" = "Long", "body_markings" = "Dark Tiger Body", "legs" = "Digitigrade Legs")
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H.eye_color = "fee5a3"
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H.set_species(/datum/species/lizard)
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@@ -814,7 +814,7 @@
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severity = BIOHAZARD
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visibility_flags = 0
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stage1 = list("Your bones ache.")
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stage2 = list("Your skin feels scaley.")
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stage2 = list("Your skin feels scaly.")
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stage3 = list("<span class='danger'>You have an overwhelming urge to terrorize some peasants.</span>", "<span class='danger'>Your teeth feel sharper.</span>")
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stage4 = list("<span class='danger'>Your blood burns.</span>")
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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>")
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@@ -143,7 +143,7 @@
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SSblackbox.add_details("mining_equipment_bought",
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"[src.type]|[prize.equipment_path]")
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// Add src.type to keep track of free golem purchases
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// seperately.
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// separately.
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updateUsrDialog()
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return
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@@ -47,7 +47,7 @@
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/datum/map_template/shelter/beta
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name = "Shelter Beta"
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shelter_id = "shelter_beta"
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description = "An extremly luxurious shelter, containing all \
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description = "An extremely luxurious shelter, containing all \
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the amenities of home, including carpeted floors, hot and cold \
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running water, a gourmet three course meal, cooking facilities, \
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and a deluxe companion to keep you from getting lonely during \
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@@ -35,7 +35,7 @@
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return pda.owner
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere
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/mob/living/carbon/human/get_visible_name()
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var/face_name = get_face_name("")
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var/id_name = get_id_name("")
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@@ -135,7 +135,7 @@
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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if(mob_swap)
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@@ -412,7 +412,7 @@
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if(client)
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to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
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else
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to_chat(src, "[src] does not have any stored infomation!")
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to_chat(src, "[src] does not have any stored information!")
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else
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to_chat(src, "OOC Metadata is not supported by this server!")
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@@ -2,5 +2,5 @@
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if(ranged_ability && client)
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ranged_ability.remove_mousepointer(client)
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..()
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if(!key && mind) //key and mind have become seperated.
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if(!key && mind) //key and mind have become separated.
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mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
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@@ -1055,7 +1055,7 @@
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diag_hud_set_aishell()
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/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up seperately in the shells list
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
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name = real_name
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if(camera)
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camera.c_tag = real_name //update the camera name too
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@@ -2,7 +2,7 @@
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//If someone can do this in a neater way, be my guest-Kor
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//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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@@ -5,7 +5,7 @@
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This is a basic explanation of how say() works. Read this if you don't understand something.
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The basic "flow" of say() is that a speaker says a message, which is heard by hearers. What appears on screen
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is constructed by each hearer seperately, and not by the speaker.
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is constructed by each hearer separately, and not by the speaker.
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This rewrite was needed, but is far from perfect. Report any bugs you come across and feel free to fix things up.
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Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
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@@ -122,7 +122,7 @@ global procs
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Called right before handle_inherent_channels()
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can_speak_vocal(message)
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Checks if the mob can vocalize their message. This is seperate so, for example, muzzles don't block
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Checks if the mob can vocalize their message. This is separate so, for example, muzzles don't block
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hivemind chat.
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Called right after handle_inherent_channels()
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@@ -27,7 +27,7 @@
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desc = "A small cabinet with drawers. This one has wheels!"
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anchored = FALSE
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/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete
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/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
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icon_state = "tallcabinet"
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@@ -28,7 +28,7 @@
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// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
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// one per area, needs wire conection to power network through a terminal
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// one per area, needs wire connection to power network through a terminal
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// controls power to devices in that area
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// may be opened to change power cell
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@@ -256,7 +256,7 @@
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O += "apco2-[environ]"
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add_overlay(O)
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// And now, seperately for cleanness, the lighting changing
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// And now, separately for cleanness, the lighting changing
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if(update_state & UPSTATE_ALLGOOD)
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switch(charging)
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if(0)
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@@ -582,7 +582,7 @@
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L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
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"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
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else
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L.show_message("<span class='italics'>You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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// When you wanna make a supermatter shard for the dramatic effect, but
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// don't want it exploding suddenly
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@@ -80,7 +80,7 @@ mapGeneratorModule
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Simple Workflow:
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1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
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#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
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#Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
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#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
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2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
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@@ -98,7 +98,7 @@ Simple Workflow:
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Option Suggestions:
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* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
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* Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
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* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
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* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
|
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@@ -374,7 +374,7 @@
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/obj/item/weapon/gun/ballistic/automatic/sniper_rifle/syndicate
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name = "syndicate sniper rifle"
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desc = "An illegally modified .50 cal sniper rifle with supression compatibility. Quickscoping still doesn't work."
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desc = "An illegally modified .50 cal sniper rifle with suppression compatibility. Quickscoping still doesn't work."
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pin = /obj/item/device/firing_pin/implant/pindicate
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origin_tech = "combat=7;syndicate=6"
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||||
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@@ -247,7 +247,7 @@
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if(!SS.transfer_soul("FORCE", user)) //Something went wrong
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||||
qdel(SS)
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return
|
||||
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfiet!</span>")
|
||||
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
|
||||
|
||||
/////////////////////////////
|
||||
// DOUBLE BARRELED SHOTGUN //
|
||||
|
||||
@@ -427,7 +427,7 @@
|
||||
|
||||
/obj/item/borg/upgrade/modkit/bounty
|
||||
name = "death syphon"
|
||||
desc = "Killing or assisting in killing a creature permenantly increases your damage against that type of creature."
|
||||
desc = "Killing or assisting in killing a creature permanently increases your damage against that type of creature."
|
||||
denied_type = /obj/item/borg/upgrade/modkit/bounty
|
||||
modifier = 1.25
|
||||
cost = 30
|
||||
@@ -534,7 +534,7 @@
|
||||
|
||||
/obj/item/borg/upgrade/modkit/tracer/adjustable
|
||||
name = "adjustable tracer bolts"
|
||||
desc = "Causes kinetic accelerator bolts to have a adjustably-colored tracer trail and explosion. Use in-hand to change color."
|
||||
desc = "Causes kinetic accelerator bolts to have a adjustable-colored tracer trail and explosion. Use in-hand to change color."
|
||||
|
||||
/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
|
||||
bolt_color = input(user,"Choose Color") as color
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
name = "scatter shot laser rifle"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
|
||||
origin_tech = "combat=5;materials=4;powerstorage=4"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
@@ -107,8 +107,8 @@
|
||||
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts that pass through multiple soft targets and heavier materials"
|
||||
name = "x-ray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/machinery/chem_master
|
||||
name = "ChemMaster 3000"
|
||||
desc = "Used to seperate chemicals and distribute them in a variety of forms."
|
||||
desc = "Used to separate chemicals and distribute them in a variety of forms."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
|
||||
@@ -498,7 +498,7 @@ other types of metals and chemistry for reagents).
|
||||
|
||||
/datum/design/handdrill
|
||||
name = "Hand Drill"
|
||||
desc = "A small electric hand drill with an interchangable screwdriver and bolt bit"
|
||||
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
|
||||
id = "handdrill"
|
||||
req_tech = list("materials" = 4, "engineering" = 6)
|
||||
build_type = PROTOLATHE
|
||||
@@ -508,7 +508,7 @@ other types of metals and chemistry for reagents).
|
||||
|
||||
/datum/design/jawsoflife
|
||||
name = "Jaws of Life"
|
||||
desc = "A small, compact Jaws of Life with an interchangable pry jaws and cutting jaws"
|
||||
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
|
||||
id = "jawsoflife"
|
||||
req_tech = list("materials" = 4, "engineering" = 6, "magnets" = 6) // added one more requirment since the Jaws of Life are a bit OP
|
||||
build_path = /obj/item/weapon/crowbar/power
|
||||
|
||||
@@ -653,7 +653,7 @@
|
||||
warn_admins(user, "Flash")
|
||||
|
||||
/obj/item/weapon/relic/proc/petSpray(mob/user)
|
||||
var/message = "<span class='danger'>[src] begans to shake, and in the distance the sound of rampaging animals arises!</span>"
|
||||
var/message = "<span class='danger'>[src] begins to shake, and in the distance the sound of rampaging animals arises!</span>"
|
||||
visible_message(message)
|
||||
to_chat(user, message)
|
||||
var/animals = rand(1,25)
|
||||
|
||||
@@ -219,13 +219,13 @@ research holder datum.
|
||||
|
||||
/datum/tech/plasmatech
|
||||
name = "Plasma Research"
|
||||
desc = "Research into the mysterious substance colloqually known as \"plasma\"."
|
||||
desc = "Research into the mysterious substance colloquially known as \"plasma\"."
|
||||
id = "plasmatech"
|
||||
rare = 3
|
||||
|
||||
/datum/tech/powerstorage
|
||||
name = "Power Manipulation Technology"
|
||||
desc = "The various technologies behind the storage and generation of electicity."
|
||||
desc = "The various technologies behind the storage and generation of electricity."
|
||||
id = "powerstorage"
|
||||
|
||||
/datum/tech/bluespace
|
||||
@@ -256,7 +256,7 @@ research holder datum.
|
||||
|
||||
/datum/tech/syndicate
|
||||
name = "Illegal Technologies Research"
|
||||
desc = "The study of technologies that violate Nanotrassen regulations."
|
||||
desc = "The study of technologies that violate Nanotrasen regulations."
|
||||
id = "syndicate"
|
||||
rare = 4
|
||||
|
||||
|
||||
@@ -425,7 +425,7 @@
|
||||
|
||||
/obj/item/clothing/suit/golem
|
||||
name = "adamantine shell"
|
||||
desc = "a golem's thick outter shell"
|
||||
desc = "a golem's thick outer shell"
|
||||
icon_state = "golem"
|
||||
item_state = "golem"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
var/obj/item/bodypart/part = X
|
||||
if(item_to_retrieve in part.embedded_objects)
|
||||
part.embedded_objects -= item_to_retrieve
|
||||
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has myseriously vanished. How fortunate!</span>")
|
||||
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has mysteriously vanished. How fortunate!</span>")
|
||||
if(!C.has_embedded_objects())
|
||||
C.clear_alert("embeddedobject")
|
||||
break
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
|
||||
/obj/machinery/bsa/middle
|
||||
name = "Bluespace Artillery Fusor"
|
||||
desc = "Contents classifed by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
|
||||
desc = "Contents classified by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
|
||||
icon_state = "fuel_chamber"
|
||||
var/obj/machinery/bsa/back/back
|
||||
var/obj/machinery/bsa/front/front
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
if(!H.myseed)
|
||||
return
|
||||
if(!H.harvest)// So it's bit harder.
|
||||
to_chat(user, "<span clas='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
|
||||
to_chat(user, "<span class='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
|
||||
return
|
||||
if(plants[H.myseed.type])
|
||||
to_chat(user, "<span class='notice'>Plant data already present in local storage.<span>")
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
var/name = "event"
|
||||
var/next_phase = 0
|
||||
var/datum/stock/company = null
|
||||
var/current_title = "A company holding an pangalactic conference in the Seattle Conference Center, Seattle, Earth"
|
||||
var/current_title = "A company holding a pangalactic conference in the Seattle Conference Center, Seattle, Earth"
|
||||
var/current_desc = "We will continue to monitor their stocks as the situation unfolds."
|
||||
var/phase_id = 0
|
||||
var/hidden = 0
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
diff a/code/modules/surgery/organ_manipulation.dm b/code/modules/surgery/organ_manipulation.dm (rejected hunks)
|
||||
@@ -78,7 +78,7 @@
|
||||
current_type = "extract"
|
||||
var/list/organs = target.getorganszone(target_zone)
|
||||
if(!organs.len)
|
||||
- to_chat(user, "<span class='notice'>There are no removeable organs in [target]'s [parse_zone(target_zone)]!</span>")
|
||||
+ to_chat(user, "<span class='notice'>There are no removable organs in [target]'s [parse_zone(target_zone)]!</span>")
|
||||
return -1
|
||||
else
|
||||
for(var/obj/item/organ/O in organs)
|
||||
@@ -174,7 +174,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/arm/toolset
|
||||
name = "integrated toolset implant"
|
||||
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all neccessary tools."
|
||||
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all necessary tools."
|
||||
origin_tech = "materials=3;engineering=4;biotech=3;powerstorage=4"
|
||||
contents = newlist(/obj/item/weapon/screwdriver/cyborg, /obj/item/weapon/wrench/cyborg, /obj/item/weapon/weldingtool/largetank/cyborg,
|
||||
/obj/item/weapon/crowbar/cyborg, /obj/item/weapon/wirecutters/cyborg, /obj/item/device/multitool/cyborg)
|
||||
@@ -191,7 +191,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/arm/esword
|
||||
name = "arm-mounted energy blade"
|
||||
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated enregy."
|
||||
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated energy."
|
||||
contents = newlist(/obj/item/weapon/melee/transforming/energy/blade/hardlight)
|
||||
origin_tech = "materials=4;combat=5;biotech=3;powerstorage=2;syndicate=5"
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@
|
||||
/obj/item/organ/cyberimp/chest/thrusters
|
||||
name = "implantable thrusters set"
|
||||
desc = "An implantable set of thruster ports. They use the gas from environment or subject's internals for propulsion in zero-gravity areas. \
|
||||
Unlike regular jetpack, this device has no stablilzation system."
|
||||
Unlike regular jetpack, this device has no stabilization system."
|
||||
slot = "thrusters"
|
||||
icon_state = "imp_jetpack"
|
||||
origin_tech = "materials=4;magnets=4;biotech=4;engineering=5"
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
H.clear_alert("embeddedobject")
|
||||
|
||||
if(objects > 0)
|
||||
user.visible_message("[user] sucessfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
|
||||
user.visible_message("[user] successfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [L]!</span>")
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/organ/zombie_infection
|
||||
name = "festering ooze"
|
||||
desc = "A black web of pus and vicera."
|
||||
desc = "A black web of pus and viscera."
|
||||
zone = "head"
|
||||
slot = "zombie_infection"
|
||||
icon_state = "blacktumor"
|
||||
|
||||
Reference in New Issue
Block a user