Merge branch 'master' into patch-118

This commit is contained in:
Trilbyspaceclone
2019-05-12 02:03:32 -04:00
committed by GitHub
43 changed files with 1120 additions and 34 deletions
+1 -1
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@@ -1,4 +1,4 @@
FROM tgstation/byond:512.1463 as base
FROM tgstation/byond:512.1467 as base
FROM base as build_base
@@ -50,17 +50,20 @@ PROCESSING_SUBSYSTEM_DEF(circuit)
/obj/item/electronic_assembly/simple,
/obj/item/electronic_assembly/hook,
/obj/item/electronic_assembly/pda,
/obj/item/electronic_assembly/dildo,
/obj/item/electronic_assembly/small/default,
/obj/item/electronic_assembly/small/cylinder,
/obj/item/electronic_assembly/small/scanner,
/obj/item/electronic_assembly/small/hook,
/obj/item/electronic_assembly/small/box,
/obj/item/electronic_assembly/small/dildo,
/obj/item/electronic_assembly/medium/default,
/obj/item/electronic_assembly/medium/box,
/obj/item/electronic_assembly/medium/clam,
/obj/item/electronic_assembly/medium/medical,
/obj/item/electronic_assembly/medium/gun,
/obj/item/electronic_assembly/medium/radio,
/obj/item/electronic_assembly/medium/dildo,
/obj/item/electronic_assembly/large/default,
/obj/item/electronic_assembly/large/scope,
/obj/item/electronic_assembly/large/terminal,
@@ -89,4 +92,4 @@ PROCESSING_SUBSYSTEM_DEF(circuit)
/obj/item/card/data/full_color,
/obj/item/card/data/disk
)
+1 -1
View File
@@ -9,7 +9,7 @@
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
if(heavy_range >= 1)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
+1 -1
View File
@@ -362,7 +362,7 @@ AI MODULES
/obj/item/aiModule/core/full/asimov
name = "'Asimov' Core AI Module"
law_id = "asimov"
var/subject = "human being"
var/subject = "person of an NT approved crew species" //CITADEL CHANGED FROM HUMANS!
/obj/item/aiModule/core/full/asimov/attack_self(var/mob/user as mob)
var/targName = stripped_input(user, "Please enter a new subject that asimov is concerned with.", "Asimov to whom?", subject)
+25 -1
View File
@@ -12,6 +12,7 @@
var/cell_type = /obj/item/stock_parts/cell/high
var/obj/item/stock_parts/cell/cell
var/recharging = FALSE
var/gun_charger = FALSE
/obj/item/inducer/Initialize()
. = ..()
@@ -104,7 +105,7 @@
var/obj/item/stock_parts/cell/C = A.get_cell()
var/obj/O
var/coefficient = 1
if(istype(A, /obj/item/gun/energy))
if(istype(A, /obj/item/gun/energy) && gun_charger != TRUE)
to_chat(user,"Error unable to interface with device")
return FALSE
if(istype(A, /obj))
@@ -181,3 +182,26 @@
/obj/item/inducer/sci/Initialize()
. = ..()
update_icon()
/obj/item/inducer/sci/combat
icon_state = "inducer-combat"
item_state = "inducer-combat"
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BELT
desc = "A tool for inductively charging internal power cells. This one has been modified and upgraded to be able to charge into guns as well as normal electronics."
cell_type = /obj/item/stock_parts/cell/hyper
powertransfer = 1300
opened = FALSE
gun_charger = TRUE
/obj/item/inducer/sci/combat/dry
cell_type = null
opened = TRUE
/obj/item/inducer/sci/combat/dry/Initialize() //Just in case
. = ..()
update_icon()
/obj/item/inducer/sci/combat/Initialize()
. = ..()
update_icon()
@@ -382,8 +382,8 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
GLOBAL_LIST_INIT(brass_recipes, list ( \
new/datum/stack_recipe("wall gear", /obj/structure/destructible/clockwork/wall_gear, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("pinion airlock", /obj/machinery/door/airlock/clockwork, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass pinion airlock", /obj/machinery/door/airlock/clockwork/brass, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass pinion airlock", /obj/machinery/door/airlock/clockwork, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass pinion airlock - windowed", /obj/machinery/door/airlock/clockwork/brass, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe("directional brass window", /obj/structure/window/reinforced/clockwork/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
@@ -392,11 +392,14 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("sender - pressure sensor", /obj/structure/destructible/clockwork/trap/trigger/pressure_sensor, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("sender - mech sensor", /obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("sender - lever", /obj/structure/destructible/clockwork/trap/trigger/lever, 1, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("sender - repeater", /obj/structure/destructible/clockwork/trap/trigger/repeater, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("receiver - brass skewer", /obj/structure/destructible/clockwork/trap/brass_skewer, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_ADJACENT), \
new/datum/stack_recipe("receiver - steam vent", /obj/structure/destructible/clockwork/trap/steam_vent, 3, time = 30, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
new/datum/stack_recipe("receiver - power nullifier", /obj/structure/destructible/clockwork/trap/power_nullifier, 5, time = 20, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
))
/obj/item/stack/tile/brass
@@ -48,6 +48,13 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
/obj/item/storage/backpack/holding/satchel
name = "satchel of holding"
desc = "A satchel that opens into a localized pocket of Blue Space."
icon_state = "holdingsat"
item_state = "holdingsat"
species_exception = list(/datum/species/angel)
/obj/item/storage/backpack/holding/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
@@ -208,3 +208,38 @@
new/obj/item/stack/cable_coil/orange(src)
new/obj/item/stack/cable_coil/cyan(src)
new/obj/item/stack/cable_coil/white(src)
/obj/item/storage/toolbox/gold_real
name = "golden toolbox"
desc = "A larger then normal toolbox made of gold plated plastitanium."
item_state = "gold"
icon_state = "gold"
has_latches = FALSE
force = 16 // Less then a spear
throwforce = 14
throw_speed = 5
throw_range = 10
/obj/item/storage/toolbox/gold_real/PopulateContents()
new /obj/item/screwdriver/nuke(src)
new /obj/item/wrench(src)
new /obj/item/weldingtool/largetank(src)
new /obj/item/crowbar/red(src)
new /obj/item/wirecutters(src, "red")
new /obj/item/multitool/ai_detect(src)
new /obj/item/clothing/gloves/combat(src)
/obj/item/storage/toolbox/gold_real/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
STR.max_combined_w_class = 40
STR.max_items = 12
/obj/item/storage/toolbox/gold_fake // used in crafting
name = "golden toolbox"
desc = "A gold plated toolbox, fancy and harmless do to the gold plating being on cardboard!"
icon_state = "gold"
item_state = "gold"
has_latches = FALSE
force = 0
throwforce = 0
+1 -1
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@@ -1,6 +1,6 @@
#define MUSICIAN_HEARCHECK_MINDELAY 4
#define MUSIC_MAXLINES 300
#define MUSIC_MAXLINES 600
#define MUSIC_MAXLINECHARS 50
/datum/song
@@ -217,3 +217,7 @@
/proc/_step_away(ref, trg, max)
step_away(ref, trg, max)
/proc/_instantiate_at(thing, location)
new thing(location)
@@ -503,6 +503,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
L.adjustStaminaLoss(35) //because previously it took 5-6 hits to actually "incapacitate" someone for the purposes of the sleep inducement
L.Knockdown(140)
L.apply_effect(EFFECT_STUTTER, 7)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
@@ -0,0 +1,20 @@
//Mech sensor: Activates when stepped on by a mech
/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech
name = "mech sensor"
desc = "A thin plate of brass, barely visible but clearly distinct."
clockwork_desc = "A trigger that will activate when a mech controlled by a non-servant runs across it."
max_integrity = 5
icon_state = "pressure_sensor"
alpha = 75
/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech/Crossed(atom/movable/AM)
if(!istype(AM,/obj/mecha/))
return
var/obj/mecha/M = AM
if(M.occupant && is_servant_of_ratvar(M.occupant))
return
audible_message("<i>*click*</i>")
playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
activate()
@@ -68,7 +68,14 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
buckle_mob(squirrel, TRUE)
else
visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
var/obj/mecha/M = locate() in get_turf(src)
if(M)
M.take_damage(50,BRUTE,"melee")
M.visible_message("<span class='danger'>A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!</span>")
addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
else
visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
playsound(src, 'sound/machines/clockcult/brass_skewer.ogg', 75, FALSE)
icon_state = "[initial(icon_state)]_extended"
density = TRUE //Skewers are one-use only
@@ -0,0 +1,17 @@
/obj/structure/destructible/clockwork/trap/power_nullifier
name = "power nullifier"
desc = "A well hidden set of wires and connections."
clockwork_desc = "When triggered, it sets off a 3x3 emp pulse with the center suffering a stronger pulse."
icon_state = "electric_trap"
break_message = "<span class='warning'>The power nullifier sparks, then slowly crumbles to debris!</span>"
max_integrity = 40
density = FALSE
var/activated = FALSE
/obj/structure/destructible/clockwork/trap/power_nullifier/activate()
if(!activated)
activated = TRUE
empulse(get_turf(src),1,1,TRUE)
/obj/structure/destructible/clockwork/trap/power_nullifier/emp_act(var/strength=1)
activate()
+8 -9
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@@ -193,15 +193,14 @@
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar/locked
var/lock = FALSE
/obj/item/clothing/neck/petcollar/locked/attackby(obj/item/key/collar, mob/user, params)
if(lock != FALSE)
to_chat(user, "<span class='warning'>With a click the collar unlocks!</span>")
lock = FALSE
item_flags = NONE
else
to_chat(user, "<span class='warning'>With a click the collar locks!</span>")
lock = TRUE
item_flags = NODROP
/obj/item/clothing/neck/petcollar/locked/attackby(obj/item/K, mob/user, params)
if(istype(K, /obj/item/key/collar))
if(lock != FALSE)
to_chat(user, "<span class='warning'>With a click the collar unlocks!</span>")
lock = FALSE
else
to_chat(user, "<span class='warning'>With a click the collar locks!</span>")
lock = TRUE
return
/obj/item/clothing/neck/petcollar/locked/attack_hand(mob/user)
+11
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@@ -709,3 +709,14 @@
reqs = list(/obj/item/tank/internals/oxygen/red = 2, /obj/item/extinguisher = 1, /obj/item/pipe = 3, /obj/item/stack/cable_coil = 30)//red oxygen tank so it looks right
category = CAT_MISC
tools = list(TOOL_WRENCH, TOOL_WELDER, TOOL_WIRECUTTER)
/datum/crafting_recipe/goldenbox
name = "Gold Plated Toolbox"
result = /obj/item/storage/toolbox/gold_fake
reqs = list(/obj/item/stack/sheet/cardboard = 1, //so we dont null items in crafting
/obj/item/stack/cable_coil = 10,
/obj/item/stack/sheet/mineral/gold = 1,
/obj/item/stock_parts/cell = 1,
/datum/reagent/water = 15)
time = 40
category = CAT_MISC
@@ -643,6 +643,11 @@
icon_state = "setup_small_pda"
desc = "It's a case, for building small electronics with. This one resembles a PDA."
/obj/item/electronic_assembly/dildo
name = "type-g electronic assembly"
icon_state = "setup_dildo_medium"
desc = "It's a case, for building small electronics with. This one has a phallic design."
/obj/item/electronic_assembly/small
name = "electronic device"
icon_state = "setup_device"
@@ -674,6 +679,11 @@
icon_state = "setup_device_box"
desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design."
/obj/item/electronic_assembly/small/dildo
name = "type-f electronic device"
icon_state = "setup_dildo_small"
desc = "It's a case, for building tiny-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
@@ -714,6 +724,12 @@
icon_state = "setup_medium_radio"
desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio."
/obj/item/electronic_assembly/medium/dildo
name = "type-g electronic mechanism"
icon_state = "setup_dildo_large"
desc = "It's a case, for building medium-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
@@ -1 +1,868 @@
/datum/design/bucket
name = "Bucket"
id = "bucket"
build_type = AUTOLATHE
materials = list(MAT_METAL = 200)
build_path = /obj/item/reagent_containers/glass/bucket
category = list("initial","Tools")
/datum/design/crowbar
name = "Pocket Crowbar"
id = "crowbar"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50)
build_path = /obj/item/crowbar
category = list("initial","Tools")
/datum/design/flashlight
name = "Flashlight"
id = "flashlight"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/flashlight
category = list("initial","Tools")
/datum/design/extinguisher
name = "Fire Extinguisher"
id = "extinguisher"
build_type = AUTOLATHE
materials = list(MAT_METAL = 90)
build_path = /obj/item/extinguisher
category = list("initial","Tools")
/datum/design/pocketfireextinguisher
name = "Pocket Fire Extinguisher"
id = "pocketfireextinguisher"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 40)
build_path = /obj/item/extinguisher/mini
category = list("initial","Tools")
/datum/design/multitool
name = "Multitool"
id = "multitool"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/multitool
category = list("initial","Tools")
/datum/design/analyzer
name = "Analyzer"
id = "analyzer"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30, MAT_GLASS = 20)
build_path = /obj/item/analyzer
category = list("initial","Tools")
/datum/design/tscanner
name = "T-Ray Scanner"
id = "tscanner"
build_type = AUTOLATHE
materials = list(MAT_METAL = 150)
build_path = /obj/item/t_scanner
category = list("initial","Tools")
/datum/design/weldingtool
name = "Welding Tool"
id = "welding_tool"
build_type = AUTOLATHE
materials = list(MAT_METAL = 70, MAT_GLASS = 20)
build_path = /obj/item/weldingtool
category = list("initial","Tools")
/datum/design/mini_weldingtool
name = "Emergency Welding Tool"
id = "mini_welding_tool"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30, MAT_GLASS = 10)
build_path = /obj/item/weldingtool/mini
category = list("initial","Tools")
/datum/design/screwdriver
name = "Screwdriver"
id = "screwdriver"
build_type = AUTOLATHE
materials = list(MAT_METAL = 75)
build_path = /obj/item/screwdriver
category = list("initial","Tools")
/datum/design/wirecutters
name = "Wirecutters"
id = "wirecutters"
build_type = AUTOLATHE
materials = list(MAT_METAL = 80)
build_path = /obj/item/wirecutters
category = list("initial","Tools")
/datum/design/wrench
name = "Wrench"
id = "wrench"
build_type = AUTOLATHE
materials = list(MAT_METAL = 150)
build_path = /obj/item/wrench
category = list("initial","Tools")
/datum/design/welding_helmet
name = "Welding Helmet"
id = "welding_helmet"
build_type = AUTOLATHE
materials = list(MAT_METAL = 1750, MAT_GLASS = 400)
build_path = /obj/item/clothing/head/welding
category = list("initial","Tools")
/datum/design/cable_coil
name = "Cable Coil"
id = "cable_coil"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10, MAT_GLASS = 5)
build_path = /obj/item/stack/cable_coil/random
category = list("initial","Tools")
maxstack = 30
/datum/design/toolbox
name = "Toolbox"
id = "tool_box"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500)
build_path = /obj/item/storage/toolbox
category = list("initial","Tools")
/datum/design/apc_board
name = "APC Module"
id = "power control"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/electronics/apc
category = list("initial", "Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/airlock_board
name = "Airlock Electronics"
id = "airlock_board"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/electronics/airlock
category = list("initial", "Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/firelock_board
name = "Firelock Circuitry"
id = "firelock_board"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/electronics/firelock
category = list("initial", "Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/airalarm_electronics
name = "Air Alarm Electronics"
id = "airalarm_electronics"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/electronics/airalarm
category = list("initial", "Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/firealarm_electronics
name = "Fire Alarm Electronics"
id = "firealarm_electronics"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/electronics/firealarm
category = list("initial", "Electronics")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/camera
name = "Camera"
id = "camera"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 100)
build_path = /obj/item/camera
category = list("initial", "Misc")
/datum/design/camera_film
name = "Camera Film Cartridge"
id = "camera_film"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10, MAT_GLASS = 10)
build_path = /obj/item/camera_film
category = list("initial", "Misc")
/datum/design/earmuffs
name = "Earmuffs"
id = "earmuffs"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/clothing/ears/earmuffs
category = list("initial", "Misc")
/datum/design/pipe_painter
name = "Pipe Painter"
id = "pipe_painter"
build_type = AUTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
build_path = /obj/item/pipe_painter
category = list("initial", "Misc")
/datum/design/airlock_painter
name = "Airlock Painter"
id = "airlock_painter"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/airlock_painter
category = list("initial", "Misc")
/datum/design/metal
name = "Metal"
id = "metal"
build_type = AUTOLATHE
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/metal
category = list("initial","Construction")
maxstack = 50
/datum/design/glass
name = "Glass"
id = "glass"
build_type = AUTOLATHE
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/glass
category = list("initial","Construction")
maxstack = 50
/datum/design/rglass
name = "Reinforced Glass"
id = "rglass"
build_type = AUTOLATHE | SMELTER | PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/rglass
category = list("initial","Construction","Stock Parts")
maxstack = 50
/datum/design/rods
name = "Metal Rod"
id = "rods"
build_type = AUTOLATHE
materials = list(MAT_METAL = 1000)
build_path = /obj/item/stack/rods
category = list("initial","Construction")
maxstack = 50
/datum/design/rcd_ammo
name = "Compressed Matter Cartridge"
id = "rcd_ammo"
build_type = AUTOLATHE
materials = list(MAT_METAL = 12000, MAT_GLASS=8000)
build_path = /obj/item/rcd_ammo
category = list("initial","Construction")
/datum/design/kitchen_knife
name = "Kitchen Knife"
id = "kitchen_knife"
build_type = AUTOLATHE
materials = list(MAT_METAL = 12000)
build_path = /obj/item/kitchen/knife
category = list("initial","Dinnerware")
/datum/design/fork
name = "Fork"
id = "fork"
build_type = AUTOLATHE
materials = list(MAT_METAL = 80)
build_path = /obj/item/kitchen/fork
category = list("initial","Dinnerware")
/datum/design/tray
name = "Tray"
id = "tray"
build_type = AUTOLATHE
materials = list(MAT_METAL = 3000)
build_path = /obj/item/storage/bag/tray
category = list("initial","Dinnerware")
/datum/design/bowl
name = "Bowl"
id = "bowl"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 500)
build_path = /obj/item/reagent_containers/glass/bowl
category = list("initial","Dinnerware")
/datum/design/drinking_glass
name = "Drinking Glass"
id = "drinking_glass"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 500)
build_path = /obj/item/reagent_containers/food/drinks/drinkingglass
category = list("initial","Dinnerware")
/datum/design/shot_glass
name = "Shot Glass"
id = "shot_glass"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 100)
build_path = /obj/item/reagent_containers/food/drinks/drinkingglass/shotglass
category = list("initial","Dinnerware")
/datum/design/shaker
name = "Shaker"
id = "shaker"
build_type = AUTOLATHE
materials = list(MAT_METAL = 1500)
build_path = /obj/item/reagent_containers/food/drinks/shaker
category = list("initial","Dinnerware")
/datum/design/cultivator
name = "Cultivator"
id = "cultivator"
build_type = AUTOLATHE
materials = list(MAT_METAL=50)
build_path = /obj/item/cultivator
category = list("initial","Misc")
/datum/design/plant_analyzer
name = "Plant Analyzer"
id = "plant_analyzer"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30, MAT_GLASS = 20)
build_path = /obj/item/plant_analyzer
category = list("initial","Misc")
/datum/design/shovel
name = "Shovel"
id = "shovel"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50)
build_path = /obj/item/shovel
category = list("initial","Misc")
/datum/design/spade
name = "Spade"
id = "spade"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50)
build_path = /obj/item/shovel/spade
category = list("initial","Misc")
/datum/design/hatchet
name = "Hatchet"
id = "hatchet"
build_type = AUTOLATHE
materials = list(MAT_METAL = 15000)
build_path = /obj/item/hatchet
category = list("initial","Misc")
/datum/design/foilhat
name = "Tinfoil Hat"
id = "tinfoil_hat"
build_type = AUTOLATHE
materials = list(MAT_METAL = 5500)
build_path = /obj/item/clothing/head/foilhat
category = list("hacked", "Misc")
/datum/design/scalpel
name = "Scalpel"
id = "scalpel"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000, MAT_GLASS = 1000)
build_path = /obj/item/scalpel
category = list("initial", "Medical")
/datum/design/circular_saw
name = "Circular Saw"
id = "circular_saw"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
build_path = /obj/item/circular_saw
category = list("initial", "Medical")
/datum/design/surgicaldrill
name = "Surgical Drill"
id = "surgicaldrill"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
build_path = /obj/item/surgicaldrill
category = list("initial", "Medical")
/datum/design/retractor
name = "Retractor"
id = "retractor"
build_type = AUTOLATHE
materials = list(MAT_METAL = 6000, MAT_GLASS = 3000)
build_path = /obj/item/retractor
category = list("initial", "Medical")
/datum/design/cautery
name = "Cautery"
id = "cautery"
build_type = AUTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 750)
build_path = /obj/item/cautery
category = list("initial", "Medical")
/datum/design/hemostat
name = "Hemostat"
id = "hemostat"
build_type = AUTOLATHE
materials = list(MAT_METAL = 5000, MAT_GLASS = 2500)
build_path = /obj/item/hemostat
category = list("initial", "Medical")
/datum/design/beaker
name = "Beaker"
id = "beaker"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 500)
build_path = /obj/item/reagent_containers/glass/beaker
category = list("initial", "Medical")
/datum/design/large_beaker
name = "Large Beaker"
id = "large_beaker"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 2500)
build_path = /obj/item/reagent_containers/glass/beaker/large
category = list("initial", "Medical")
/datum/design/healthanalyzer
name = "Health Analyzer"
id = "healthanalyzer"
build_type = AUTOLATHE | PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/healthanalyzer
category = list("initial", "Medical")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/pillbottle
name = "Pill Bottle"
id = "pillbottle"
build_type = AUTOLATHE
materials = list(MAT_METAL = 20, MAT_GLASS = 100)
build_path = /obj/item/storage/pill_bottle
category = list("initial", "Medical")
/datum/design/beanbag_slug
name = "Beanbag Slug"
id = "beanbag_slug"
build_type = AUTOLATHE
materials = list(MAT_METAL = 250)
build_path = /obj/item/ammo_casing/shotgun/beanbag
category = list("initial", "Security")
/datum/design/rubbershot
name = "Rubber Shot"
id = "rubber_shot"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/rubbershot
category = list("initial", "Security")
/datum/design/c38
name = "Speed Loader (.38 rubber)"
id = "c38"
build_type = AUTOLATHE
materials = list(MAT_METAL = 20000)
build_path = /obj/item/ammo_box/c38
category = list("initial", "Security")
/datum/design/recorder
name = "Universal Recorder"
id = "recorder"
build_type = AUTOLATHE
materials = list(MAT_METAL = 60, MAT_GLASS = 30)
build_path = /obj/item/taperecorder/empty
category = list("initial", "Misc")
/datum/design/tape
name = "Tape"
id = "tape"
build_type = AUTOLATHE
materials = list(MAT_METAL = 20, MAT_GLASS = 5)
build_path = /obj/item/tape/random
category = list("initial", "Misc")
/datum/design/igniter
name = "Igniter"
id = "igniter"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/assembly/igniter
category = list("initial", "Misc")
/datum/design/signaler
name = "Remote Signaling Device"
id = "signaler"
build_type = AUTOLATHE
materials = list(MAT_METAL = 400, MAT_GLASS = 120)
build_path = /obj/item/assembly/signaler
category = list("initial", "T-Comm")
/datum/design/radio_headset
name = "Radio Headset"
id = "radio_headset"
build_type = AUTOLATHE
materials = list(MAT_METAL = 75)
build_path = /obj/item/radio/headset
category = list("initial", "T-Comm")
/datum/design/bounced_radio
name = "Station Bounced Radio"
id = "bounced_radio"
build_type = AUTOLATHE
materials = list(MAT_METAL = 75, MAT_GLASS = 25)
build_path = /obj/item/radio/off
category = list("initial", "T-Comm")
/datum/design/intercom_frame
name = "Intercom Frame"
id = "intercom_frame"
build_type = AUTOLATHE
materials = list(MAT_METAL = 75, MAT_GLASS = 25)
build_path = /obj/item/wallframe/intercom
category = list("initial", "T-Comm")
/datum/design/infrared_emitter
name = "Infrared Emitter"
id = "infrared_emitter"
build_type = AUTOLATHE
materials = list(MAT_METAL = 1000, MAT_GLASS = 500)
build_path = /obj/item/assembly/infra
category = list("initial", "Misc")
/datum/design/health_sensor
name = "Health Sensor"
id = "health_sensor"
build_type = AUTOLATHE
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
build_path = /obj/item/assembly/health
category = list("initial", "Medical")
/datum/design/timer
name = "Timer"
id = "timer"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/assembly/timer
category = list("initial", "Misc")
/datum/design/voice_analyser
name = "Voice Analyser"
id = "voice_analyser"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/assembly/voice
category = list("initial", "Misc")
/datum/design/light_tube
name = "Light Tube"
id = "light_tube"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 100)
build_path = /obj/item/light/tube
category = list("initial", "Construction")
/datum/design/light_bulb
name = "Light Bulb"
id = "light_bulb"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 100)
build_path = /obj/item/light/bulb
category = list("initial", "Construction")
/datum/design/camera_assembly
name = "Camera Assembly"
id = "camera_assembly"
build_type = AUTOLATHE
materials = list(MAT_METAL = 400, MAT_GLASS = 250)
build_path = /obj/item/wallframe/camera
category = list("initial", "Construction")
/datum/design/newscaster_frame
name = "Newscaster Frame"
id = "newscaster_frame"
build_type = AUTOLATHE
materials = list(MAT_METAL = 14000, MAT_GLASS = 8000)
build_path = /obj/item/wallframe/newscaster
category = list("initial", "Construction")
/datum/design/syringe
name = "Syringe"
id = "syringe"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10, MAT_GLASS = 20)
build_path = /obj/item/reagent_containers/syringe
category = list("initial", "Medical")
/datum/design/prox_sensor
name = "Proximity Sensor"
id = "prox_sensor"
build_type = AUTOLATHE
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
build_path = /obj/item/assembly/prox_sensor
category = list("initial", "Misc")
/datum/design/foam_dart
name = "Box of Foam Darts"
id = "foam_dart"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500)
build_path = /obj/item/ammo_box/foambox
category = list("initial", "Misc")
//hacked autolathe recipes
/datum/design/flamethrower
name = "Flamethrower"
id = "flamethrower"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500)
build_path = /obj/item/flamethrower/full
category = list("hacked", "Security")
/datum/design/rcd
name = "Rapid Construction Device (RCD)"
id = "rcd"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/construction/rcd
category = list("hacked", "Construction")
/datum/design/rpd
name = "Rapid Pipe Dispenser (RPD)"
id = "rpd"
build_type = AUTOLATHE
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
build_path = /obj/item/pipe_dispenser
category = list("hacked", "Construction")
/datum/design/electropack
name = "Electropack"
id = "electropack"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 2500)
build_path = /obj/item/electropack
category = list("hacked", "Tools")
/datum/design/large_welding_tool
name = "Industrial Welding Tool"
id = "large_welding_tool"
build_type = AUTOLATHE
materials = list(MAT_METAL = 70, MAT_GLASS = 60)
build_path = /obj/item/weldingtool/largetank
category = list("hacked", "Tools")
/datum/design/handcuffs
name = "Handcuffs"
id = "handcuffs"
build_type = AUTOLATHE
materials = list(MAT_METAL = 500)
build_path = /obj/item/restraints/handcuffs
category = list("hacked", "Security")
/datum/design/receiver
name = "Modular Receiver"
id = "receiver"
build_type = AUTOLATHE
materials = list(MAT_METAL = 15000)
build_path = /obj/item/weaponcrafting/receiver
category = list("hacked", "Security")
/datum/design/shotgun_slug
name = "Shotgun Slug"
id = "shotgun_slug"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun
category = list("hacked", "Security")
/datum/design/buckshot_shell
name = "Buckshot Shell"
id = "buckshot_shell"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/buckshot
category = list("hacked", "Security")
/datum/design/shotgun_dart
name = "Shotgun Dart"
id = "shotgun_dart"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/dart
category = list("hacked", "Security")
/datum/design/incendiary_slug
name = "Incendiary Slug"
id = "incendiary_slug"
build_type = AUTOLATHE
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/incendiary
category = list("hacked", "Security")
/datum/design/riot_dart
name = "Foam Riot Dart"
id = "riot_dart"
build_type = AUTOLATHE
materials = list(MAT_METAL = 1000) //Discount for making individually - no box = less metal!
build_path = /obj/item/ammo_casing/caseless/foam_dart/riot
category = list("hacked", "Security")
/datum/design/riot_darts
name = "Foam Riot Dart Box"
id = "riot_darts"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50000) //Comes with 40 darts
build_path = /obj/item/ammo_box/foambox/riot
category = list("hacked", "Security")
/datum/design/a357
name = "Speed Loader (.357)"
id = "a357"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/a357
category = list("hacked", "Security")
/datum/design/c10mm
name = "Ammo Box (10mm)"
id = "c10mm"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c10mm
category = list("hacked", "Security")
/datum/design/c45
name = "Ammo Box (.45)"
id = "c45"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c45
category = list("hacked", "Security")
/datum/design/c9mm
name = "Ammo Box (9mm)"
id = "c9mm"
build_type = AUTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c9mm
category = list("hacked", "Security")
/datum/design/cleaver
name = "Butcher's Cleaver"
id = "cleaver"
build_type = AUTOLATHE
materials = list(MAT_METAL = 18000)
build_path = /obj/item/kitchen/knife/butcher
category = list("hacked", "Dinnerware")
/datum/design/spraycan
name = "Spraycan"
id = "spraycan"
build_type = AUTOLATHE
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/toy/crayon/spraycan
category = list("initial", "Tools")
/datum/design/desttagger
name = "Destination Tagger"
id = "desttagger"
build_type = AUTOLATHE
materials = list(MAT_METAL = 250, MAT_GLASS = 125)
build_path = /obj/item/destTagger
category = list("initial", "Electronics")
/datum/design/handlabeler
name = "Hand Labeler"
id = "handlabel"
build_type = AUTOLATHE
materials = list(MAT_METAL = 150, MAT_GLASS = 125)
build_path = /obj/item/hand_labeler
category = list("initial", "Electronics")
/datum/design/geiger
name = "Geiger Counter"
id = "geigercounter"
build_type = AUTOLATHE
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
build_path = /obj/item/geiger_counter
category = list("initial", "Tools")
/datum/design/turret_control_frame
name = "Turret Control Frame"
id = "turret_control"
build_type = AUTOLATHE
materials = list(MAT_METAL = 12000)
build_path = /obj/item/wallframe/turret_control
category = list("initial", "Construction")
/datum/design/conveyor_belt
name = "Conveyor Belt"
id = "conveyor_belt"
build_type = AUTOLATHE
materials = list(MAT_METAL = 5000)
build_path = /obj/item/conveyor_construct
category = list("initial", "Construction")
/datum/design/conveyor_switch
name = "Conveyor Belt Switch"
id = "conveyor_switch"
build_type = AUTOLATHE
materials = list(MAT_METAL = 450, MAT_GLASS = 190)
build_path = /obj/item/conveyor_switch_construct
category = list("initial", "Construction")
/datum/design/laptop
name = "Laptop Frame"
id = "laptop"
build_type = AUTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 1000)
build_path = /obj/item/modular_computer/laptop/buildable
category = list("initial","Misc")
/datum/design/tablet
name = "Tablet Frame"
id = "tablet"
build_type = AUTOLATHE
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/modular_computer/tablet
category = list("initial","Misc")
/datum/design/slime_scanner
name = "Slime Scanner"
id = "slime_scanner"
build_type = AUTOLATHE
materials = list(MAT_METAL = 300, MAT_GLASS = 200)
build_path = /obj/item/slime_scanner
category = list("initial", "Misc")
/datum/design/pet_carrier
name = "Pet Carrier"
id = "pet_carrier"
build_type = AUTOLATHE
materials = list(MAT_METAL = 7500, MAT_GLASS = 100)
build_path = /obj/item/pet_carrier
category = list("initial", "Misc")
/datum/design/miniature_power_cell
name = "Light Fixture Battery"
id = "miniature_power_cell"
build_type = AUTOLATHE
materials = list(MAT_GLASS = 20)
build_path = /obj/item/stock_parts/cell/emergency_light
category = list("initial", "Electronics")
/datum/design/packageWrap
name = "Package Wrapping"
id = "packagewrap"
build_type = AUTOLATHE
materials = list(MAT_METAL = 200, MAT_GLASS = 200)
build_path = /obj/item/stack/packageWrap
category = list("initial", "Misc")
maxstack = 30
/datum/design/holodisk
name = "Holodisk"
id = "holodisk"
build_type = AUTOLATHE
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/disk/holodisk
category = list("initial", "Misc")
@@ -24,6 +24,17 @@
dangerous_construction = TRUE
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/satchel_holding
name = "Satchel of Holding"
desc = "A satchel that opens into a localized pocket of bluespace."
id = "satchel_holding"
build_type = PROTOLATHE
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250, MAT_BLUESPACE = 2000)
build_path = /obj/item/storage/backpack/holding/satchel
category = list("Bluespace Designs")
dangerous_construction = TRUE
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/biobag_holding
name = "Bio Bag of Holding"
desc = "A chemical holding thingy. Mostly used for xenobiology."
@@ -77,6 +77,16 @@
category = list("Power Designs")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
/datum/design/inducercombat
name = "Combat Ready Inducer"
desc = "The improved NT-8475 Electromagnetic Power Inducer can this one has been SCIENCED to allow for combat. It still comes printed with SCIENCED colors!"
id = "combatinducer"
build_type = PROTOLATHE
materials = list(MAT_METAL = 13000, MAT_GLASS = 10000, MAT_SILVER = 1500, MAT_GOLD = 1250, MAT_DIAMOND = 500, MAT_TITANIUM = 1200)
build_path = /obj/item/inducer/sci/combat/dry
category = list("Power Designs")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/board/pacman
name = "Machine Design (PACMAN-type Generator Board)"
desc = "The circuit board that for a PACMAN-type portable generator."
+1 -1
View File
@@ -246,7 +246,7 @@
display_name = "Bluespace Pockets"
description = "Studies into the mysterious alternate dimension known as bluespace and how to place items in the threads of reality."
prereq_ids = list("adv_power", "adv_bluespace", "adv_biotech", "adv_plasma")
design_ids = list( "bluespacebodybag","bag_holding", "bluespace_pod", "borg_upgrade_trashofholding", "blutrash")
design_ids = list( "bluespacebodybag","bag_holding", "bluespace_pod", "borg_upgrade_trashofholding", "blutrash", "satchel_holding")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5500)
export_price = 5000
/////////////////////////plasma tech/////////////////////////
+21 -14
View File
@@ -45,7 +45,8 @@
var/species_color = ""
var/mutation_color = ""
var/no_update = 0
var/body_markings //for bodypart markings
var/body_markings = "" //for bodypart markings
var/body_markings_icon = 'modular_citadel/icons/mob/mam_markings.dmi'
var/list/markings_color = list()
var/auxmarking
var/list/auxmarking_color = list()
@@ -260,6 +261,7 @@
icon = DEFAULT_BODYPART_ICON_ORGANIC
else if(status == BODYPART_ROBOTIC)
icon = DEFAULT_BODYPART_ICON_ROBOTIC
body_markings = null
if(owner)
owner.updatehealth()
@@ -332,14 +334,18 @@
species_color = ""
if("mam_body_markings" in S.default_features)
var/datum/sprite_accessory/Smark
Smark = GLOB.mam_body_markings_list[H.dna.features["mam_body_markings"]]
if(H.dna.features.["mam_body_markings"] != "None")
body_markings_icon = Smark.icon
body_markings = lowertext(H.dna.features.["mam_body_markings"])
if(MATRIXED)
markings_color = list(colorlist)
else
body_markings = "plain"
markings_color = (H.dna.features.["mcolor"])
else
body_markings = "None"
body_markings = null
markings_color = ""
if(!dropping_limb && H.dna.check_mutation(HULK))
@@ -354,6 +360,7 @@
if(status == BODYPART_ROBOTIC)
dmg_overlay_type = "robotic"
body_markings = null
if(dropping_limb)
no_update = TRUE //when attached, the limb won't be affected by the appearance changes of its mob owner.
@@ -385,11 +392,11 @@
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_[brutestate]0", -DAMAGE_LAYER, image_dir)
if(burnstate)
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
if(body_markings)
if(body_markings && status != BODYPART_ROBOTIC)
if(use_digitigrade == NOT_DIGITIGRADE)
. += image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
. += image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
. += image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += image(body_markings_icon, "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
var/image/limb = image(layer = -BODYPARTS_LAYER, dir = image_dir)
var/image/aux
@@ -447,9 +454,9 @@
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
marking = image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
marking = image(body_markings_icon, "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += marking
// Citadel End
@@ -461,7 +468,7 @@
if(species_id == "husk")
auxmarking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[aux_zone]", -aux_layer, image_dir)
else
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[aux_zone]", -aux_layer, image_dir)
auxmarking = image(body_markings_icon, "[body_markings]_[aux_zone]", -aux_layer, image_dir)
. += auxmarking
else
@@ -475,21 +482,21 @@
. += aux
if(body_markings)
if(species_id == "husk")
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[aux_zone]", -aux_layer, image_dir)
auxmarking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[aux_zone]", -aux_layer, image_dir)
else
auxmarking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[aux_zone]", -aux_layer, image_dir)
auxmarking = image(body_markings_icon, "[body_markings]_[aux_zone]", -aux_layer, image_dir)
. += auxmarking
if(body_markings)
if(species_id == "husk")
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
else if(species_id == "husk" && use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
marking = image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image('modular_citadel/icons/mob/mam_markings.dmi', "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
marking = image(body_markings_icon, "[body_markings]_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += marking
return
@@ -178,6 +178,7 @@
L.update_limb(fixed_icon, src)
if(robotic)
L.change_bodypart_status(BODYPART_ROBOTIC)
L.body_markings = null
. = L
/mob/living/carbon/monkey/newBodyPart(zone, robotic, fixed_icon)
+7
View File
@@ -1438,6 +1438,13 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
cost = 20
restricted_roles = list("Assistant")
/datum/uplink_item/role_restricted/goldenbox
name = "Gold Toolbox"
desc = "A gold planted plastitanium toolbox loaded with tools. Comes with a set of AI detection multi-tool and a pare of combat gloves."
item = /obj/item/storage/toolbox/gold_real
cost = 5 // Has synda tools + gloves + a robust weapon
restricted_roles = list("Assistant", "Curator") //Curator do to being made of gold - It fits the theme
/datum/uplink_item/role_restricted/brainwash_disk
name = "Brainwashing Surgery Program"
desc = "A disk containing the procedure to perform a brainwashing surgery, allowing you to implant an objective onto a target. \
@@ -0,0 +1,4 @@
author: "Trilbyspaceclone"
delete-after: True
changes:
- tweak: "makes collars only locked via key"
@@ -0,0 +1,4 @@
author: "Trilbyspaceclone"
delete-after: True
changes:
- tweak: "charging"
@@ -0,0 +1,4 @@
author: "Trilbyspaceclone"
delete-after: True
changes:
- rscadd: "Combat inducers for COMBAT!"
@@ -0,0 +1,4 @@
author: "dtfe3"
delete-after: True
changes:
- tweak: "Increased music maxlines from 300 to 600"
@@ -0,0 +1,4 @@
author: "Trilbyspaceclone"
delete-after: True
changes:
- rscadd: "golden swag boxes"
@@ -0,0 +1,7 @@
author: "BurgerBB"
delete-after: True
changes:
- rscadd: "Adds a few important clockcult tips."
- rscadd: "Added Mech Sensors, a brass-created trap that activates when a mech not controlled by a cultist crosses it."
- rscadd: "Added power nullifiers, an emp trap that emps everything in a 3x3 area, with the center suffering a heavy EMP."
- tweak: "Brass Skewers now deal 50 damage to mechs."
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@@ -74,10 +74,12 @@
/obj/item/stock_parts/cell/magrifle_e
name = "magrifle power supply"
maxcharge = 14400
chargerate = 3520
/obj/item/stock_parts/cell/magpistol_e
name = "magpistol power supply"
maxcharge = 6000
chargerate = 1000
///sci designs///
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+4 -1
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@@ -1 +1,4 @@
Stargazers have been removed. Integration cogs are now the primary way of creating power.
Stargazers have been removed. Integration cogs are now the primary way of creating power.
Brass Skewers now deal damage to mechs.
Mech Sensors are now available. They're similar to pressure sensors, but trigger if a mech steps on them, and can be built the same way.
Power nullifiers are now available. Upon triggering, they send out a small 3x3 EMP, affecting cultists and enemies alike.
+2
View File
@@ -229,6 +229,8 @@ As a Servant, wraith spectacles let you see everything through walls at virtuall
As a Servant, declaring war empowers a huge amount of your tools and constructs, and makes you into a spaceproof, armored clockwork automaton.
As a Servant, converting or sabotaging Science and Genetics can make defending the Ark much easier.
As a Servant, the Clockwork Armaments scripture allows you to summon armor and/or a weapon at will. Use it whenever you unlock it!
As a Servant, Brass created from your replica fabricators can be ground down in reagent grinders for teslium and iron.
You can bypass Servant created pressure sensors if you walk instead of jog on them. Alternatively, you can also become a Servant of Ratvar.
You can deconvert Cultists of Nar-Sie and Servants of Ratvar by feeding them large amounts of holy water. Unlike revolutionaries, implanting them with mindshield implants won't do it!
Tiles sprayed with holy water will permanently block Servants of Ratvar from teleporting onto them.
As a Wizard, you can turn people to stone, then animate the resulting statue with a staff of animation to create an extremely powerful minion, for all of 5 minutes at least.
+2
View File
@@ -1236,8 +1236,10 @@
#include "code\modules\antagonists\clockcult\clock_structures\wall_gear.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\lever.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor_mech.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\repeater.dm"
#include "code\modules\antagonists\clockcult\clock_structures\traps\brass_skewer.dm"
#include "code\modules\antagonists\clockcult\clock_structures\traps\power_null.dm"
#include "code\modules\antagonists\clockcult\clock_structures\traps\steam_vent.dm"
#include "code\modules\antagonists\cult\blood_magic.dm"
#include "code\modules\antagonists\cult\cult.dm"