Merge remote-tracking branch 'citadel/master' into mobility_flags

This commit is contained in:
kevinz000
2020-01-16 21:12:56 -07:00
1616 changed files with 214985 additions and 211224 deletions
+44 -204
View File
@@ -1,17 +1,8 @@
//Mob vars
/mob/living
var/arousalloss = 0 //How aroused the mob is.
var/min_arousal = AROUSAL_MINIMUM_DEFAULT //The lowest this mobs arousal will get. default = 0
var/max_arousal = AROUSAL_MAXIMUM_DEFAULT //The highest this mobs arousal will get. default = 100
var/arousal_rate = AROUSAL_START_VALUE //The base rate that arousal will increase in this mob.
var/arousal_loss_rate = AROUSAL_START_VALUE //How easily arousal can be relieved for this mob.
var/canbearoused = FALSE //Mob-level disabler for arousal. Starts off and can be enabled as features are added for different mob types.
var/mb_cd_length = 5 SECONDS //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
canbearoused = TRUE
var/saved_underwear = ""//saves their underwear so it can be toggled later
var/saved_undershirt = ""
var/saved_socks = ""
@@ -21,8 +12,6 @@
//Species vars
/datum/species
var/arousal_gain_rate = AROUSAL_START_VALUE //Rate at which this species becomes aroused
var/arousal_lose_rate = AROUSAL_START_VALUE //Multiplier for how easily arousal can be relieved
var/list/cum_fluids = list("semen")
var/list/milk_fluids = list("milk")
var/list/femcum_fluids = list("femcum")
@@ -52,130 +41,26 @@
update_body()
/mob/living/proc/handle_arousal(times_fired)
return
/mob/living/carbon/handle_arousal(times_fired)
if(!canbearoused || !dna)
return
var/datum/species/S = dna.species
if(!S || (times_fired % 36) || !getArousalLoss() >= max_arousal)//Totally stolen from breathing code. Do this every 36 ticks.
return
var/our_loss = arousal_rate * S.arousal_gain_rate
if(HAS_TRAIT(src, TRAIT_EXHIBITIONIST) && client)
var/amt_nude = 0
/mob/living/carbon/human/proc/adjust_arousal(strength,aphro = FALSE,maso = FALSE) // returns all genitals that were adjust
var/list/obj/item/organ/genital/genit_list = list()
if(!client?.prefs.arousable || (aphro && (client?.prefs.cit_toggles & NO_APHRO)) || (maso && !HAS_TRAIT(src, TRAIT_MASO)))
return // no adjusting made here
if(strength>0)
for(var/obj/item/organ/genital/G in internal_organs)
if(G.is_exposed())
amt_nude++
if(amt_nude)
var/watchers = 0
for(var/mob/living/L in view(src))
if(L.client && !L.stat && !L.eye_blind && (src in view(L)))
watchers++
if(watchers)
our_loss += (amt_nude * watchers) + S.arousal_gain_rate
adjustArousalLoss(our_loss)
/mob/living/proc/getArousalLoss()
return arousalloss
/mob/living/proc/adjustArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return FALSE
arousalloss = CLAMP(arousalloss + amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/setArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return FALSE
arousalloss = CLAMP(amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/getPercentAroused()
var/percentage = ((100 / max_arousal) * arousalloss)
return percentage
/mob/living/proc/isPercentAroused(percentage)//returns true if the mob's arousal (measured in a percent of 100) is greater than the arg percentage.
if(!isnum(percentage) || percentage > 100 || percentage < 0)
CRASH("Provided percentage is invalid")
if(getPercentAroused() >= percentage)
return TRUE
return FALSE
//H U D//
/mob/living/proc/updatearousal()
update_arousal_hud()
/mob/living/carbon/updatearousal()
. = ..()
for(var/obj/item/organ/genital/G in internal_organs)
if(istype(G))
var/datum/sprite_accessory/S
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/testicles)
S = GLOB.balls_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(S?.alt_aroused)
G.aroused_state = isPercentAroused(G.aroused_amount)
else
G.aroused_state = FALSE
G.update_appearance()
/mob/living/proc/update_arousal_hud()
return FALSE
/mob/living/carbon/human/update_arousal_hud()
if(!client || !(hud_used?.arousal))
return FALSE
if(!canbearoused)
hud_used.arousal.icon_state = ""
return FALSE
if(!G.aroused_state && prob(strength*G.sensitivity))
G.set_aroused_state(TRUE)
G.update_appearance()
if(G.aroused_state)
genit_list += G
else
var/value = FLOOR(getPercentAroused(), 10)
hud_used.arousal.icon_state = "arousal[value]"
return TRUE
/obj/screen/arousal
name = "arousal"
icon_state = "arousal0"
icon = 'modular_citadel/icons/obj/genitals/hud.dmi'
screen_loc = ui_arousal
/obj/screen/arousal/Click()
if(!isliving(usr))
return FALSE
var/mob/living/M = usr
if(M.canbearoused)
M.mob_climax()
return TRUE
else
to_chat(M, "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>")
/mob/living/proc/mob_climax(forced_climax = FALSE)//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
set name = "Masturbate"
set category = "IC"
if(canbearoused && !restrained() && !stat)
if(mb_cd_timer <= world.time)
//start the cooldown even if it fails
mb_cd_timer = world.time + mb_cd_length
if(getArousalLoss() >= 33)//one third of average max_arousal or greater required
visible_message("<span class='danger'>[src] starts masturbating!</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, 30, target = src))
visible_message("<span class='danger'>[src] relieves [p_them()]self!</span>", \
"<span class='userdanger'>You have relieved yourself.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
setArousalLoss(min_arousal)
else
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
for(var/obj/item/organ/genital/G in internal_organs)
if(G.aroused_state && prob(strength*G.sensitivity))
G.set_aroused_state(FALSE)
G.update_appearance()
if(G.aroused_state)
genit_list += G
return genit_list
/obj/item/organ/genital/proc/climaxable(mob/living/carbon/human/H, silent = FALSE) //returns the fluid source (ergo reagents holder) if found.
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
@@ -189,48 +74,25 @@
/mob/living/carbon/human/proc/do_climax(datum/reagents/R, atom/target, obj/item/organ/genital/G, spill = TRUE)
if(!G)
return
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
setArousalLoss(min_arousal)
if(!target || !R)
return
var/turfing = isturf(target)
if(spill & R.total_volume >= 5)
if(spill && R.total_volume >= 5)
R.reaction(turfing ? target : target.loc, TOUCH, 1, 0)
if(!turfing)
R.trans_to(target, R.total_volume * (spill ? G.fluid_transfer_factor : 1))
R.clear_reagents()
//These are various procs that we'll use later, split up for readability instead of having one, huge proc.
//For all of these, we assume the arguments given are proper and have been checked beforehand.
/mob/living/carbon/human/proc/mob_masturbate(obj/item/organ/genital/G, mb_time = 30) //Masturbation, keep it gender-neutral
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
var/obj/item/organ/genital/PP = CHECK_BITFIELD(G.genital_flags, MASTURBATE_LINKED_ORGAN) ? G.linked_organ : G
if(!PP)
to_chat(src, "<span class='warning'>You shudder, unable to cum with your [name].</span>")
if(mb_time)
visible_message("<span class='love'>[src] starts to [G.masturbation_verb] [p_their()] [G.name].</span>", \
"<span class='userlove'>You start to [G.masturbation_verb] your [G.name].</span>")
if(!do_after(src, mb_time, target = src) || !G.climaxable(src, TRUE))
return
visible_message("<span class='love'>[src] orgasms, [PP.orgasm_verb][isturf(loc) ? " onto [loc]" : ""] with [p_their()] [PP.name]!</span>", \
"<span class='userlove'>You orgasm, [PP.orgasm_verb][isturf(loc) ? " onto [loc]" : ""] with your [PP.name].</span>")
do_climax(fluid_source, loc, G)
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/datum/reagents/fluid_source = G.climaxable(src, TRUE)
if(!fluid_source)
visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
to_chat(src,"<span class='userdanger'>Your [G.name] cannot cum.</span>")
return
if(mb_time) //as long as it's not instant, give a warning
visible_message("<span class='love'>[src] looks like they're about to cum.</span>", \
"<span class='userlove'>You feel yourself about to orgasm.</span>")
to_chat(src,"<span class='userlove'>You feel yourself about to orgasm.</span>")
if(!do_after(src, mb_time, target = src) || !G.climaxable(src, TRUE))
return
visible_message("<span class='love'>[src] orgasms[isturf(loc) ? " onto [loc]" : ""], using [p_their()] [G.name]!</span>", \
"<span class='userlove'>You climax[isturf(loc) ? " onto [loc]" : ""] with your [G.name].</span>")
to_chat(src,"<span class='userlove'>You climax[isturf(loc) ? " onto [loc]" : ""] with your [G.name].</span>")
do_climax(fluid_source, loc, G)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
@@ -238,48 +100,30 @@
if(!fluid_source)
return
if(mb_time) //Skip warning if this is an instant climax.
visible_message("<span class='love'>[src] is about to climax with [L]!</span>", \
"<span class='userlove'>You're about to climax with [L]!</span>")
to_chat(src,"<span class='userlove'>You're about to climax with [L]!</span>")
to_chat(L,"<span class='userlove'>[src] is about to climax with you!</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, L) || !G.climaxable(src, TRUE))
return
if(spillage)
visible_message("<span class='love'>[src] climaxes with [L], overflowing and spilling, using [p_their()] [G.name]!</span>", \
"<span class='userlove'>You orgasm with [L], spilling out of them, using your [G.name].</span>")
to_chat(src,"<span class='userlove'>You orgasm with [L], spilling out of them, using your [G.name].</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, overflowing and spilling, using [p_their()] [G.name]!</span>")
else //knots and other non-spilling orgasms
visible_message("<span class='love'>[src] climaxes with [L], [p_their()] [G.name] spilling nothing!</span>", \
"<span class='userlove'>You ejaculate with [L], your [G.name] spilling nothing.</span>")
to_chat(src,"<span class='userlove'>You climax with [L], your [G.name] spilling nothing.</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, [p_their()] [G.name] spilling nothing!</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
do_climax(fluid_source, spillage ? loc : L, G, spillage)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
if(mb_time)
visible_message("<span class='love'>[src] starts to [G.masturbation_verb] their [G.name] over [container].</span>", \
"<span class='userlove'>You start to [G.masturbation_verb] your [G.name] over [container].</span>")
to_chat(src,"<span class='userlove'>You start to [G.masturbation_verb] your [G.name] over [container].</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, container) || !G.climaxable(src, TRUE))
return
visible_message("<span class='love'>[src] uses [p_their()] [G.name] to fill [container]!</span>", \
"<span class='userlove'>You used your [G.name] to fill [container].</span>")
to_chat(src,"<span class='userlove'>You used your [G.name] to fill [container].</span>")
do_climax(fluid_source, container, G, FALSE)
/mob/living/carbon/human/proc/pick_masturbate_genitals(silent = FALSE)
var/list/genitals_list
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(CHECK_BITFIELD(G.genital_flags, CAN_MASTURBATE_WITH) && G.is_exposed(worn_stuff)) //filter out what you can't masturbate with
if(CHECK_BITFIELD(G.genital_flags, MASTURBATE_LINKED_ORGAN) && !G.linked_organ)
continue
LAZYADD(genitals_list, G)
if(LAZYLEN(genitals_list))
var/obj/item/organ/genital/ret_organ = input(src, "with what?", "Masturbate", null) as null|obj in genitals_list
return ret_organ
else if(!silent)
to_chat(src, "<span class='warning'>You cannot masturbate without available genitals.</span>")
/mob/living/carbon/human/proc/pick_climax_genitals(silent = FALSE)
var/list/genitals_list
var/list/worn_stuff = get_equipped_items()
@@ -301,6 +145,8 @@
partners += pulledby
//Now we got both of them, let's check if they're proper
for(var/mob/living/L in partners)
if(!L.client || !L.mind) // can't consent, not a partner
partners -= L
if(iscarbon(L))
var/mob/living/carbon/C = L
if(!C.exposed_genitals.len && !C.is_groin_exposed() && !C.is_chest_exposed()) //Nothing through_clothing, no proper partner.
@@ -312,7 +158,9 @@
return //No one left.
var/mob/living/target = input(src, "With whom?", "Sexual partner", null) as null|anything in partners //pick one, default to null
if(target && in_range(src, target))
return target
var/consenting = input(target, "Do you want [src] to climax with you?","Climax mechanics","No") in list("Yes","No")
if(consenting == "Yes")
return target
/mob/living/carbon/human/proc/pick_climax_container(silent = FALSE)
var/list/containers_list = list()
@@ -349,13 +197,13 @@
return TRUE
//Here's the main proc itself
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
/mob/living/carbon/human/proc/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [DisplayTimeText((mb_cd_timer - world.time), TRUE)] before you can do that again!</span>")
return
if(!canbearoused || !has_dna())
if(!client?.prefs.arousable || !has_dna())
return
if(stat == DEAD)
if(!forced_climax)
@@ -398,32 +246,19 @@
if(stat == UNCONSCIOUS) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
if(getArousalLoss() < 33) //flat number instead of percentage
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
return
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") as null|anything in list("Masturbate", "Climax alone", "Climax with partner", "Fill container")
var/choice = input(src, "Select sexual activity", "Sexual activity:") as null|anything in list("Climax alone","Climax with partner", "Fill container")
if(!choice)
return
switch(choice)
if("Masturbate")
if(!available_rosie_palms())
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ = pick_masturbate_genitals()
if(picked_organ && available_rosie_palms(TRUE))
mob_masturbate(picked_organ)
return
if("Climax alone")
if(!available_rosie_palms())
return
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
if(picked_organ && available_rosie_palms(TRUE))
mob_climax_outside(picked_organ)
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
@@ -433,7 +268,6 @@
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as null|anything in list("Yes", "No")
if(spillage && in_range(src, partner))
mob_climax_partner(picked_organ, partner, spillage == "Yes" ? TRUE : FALSE)
if("Fill container")
//We'll need hands and no restraints.
if(!available_rosie_palms(FALSE, /obj/item/reagent_containers))
@@ -447,4 +281,10 @@
if(fluid_container && available_rosie_palms(TRUE, /obj/item/reagent_containers))
mob_fill_container(picked_organ, fluid_container)
mb_cd_timer = world.time + mb_cd_length
mb_cd_timer = world.time + mb_cd_length
/mob/living/carbon/human/verb/climax_verb()
set category = "IC"
set name = "Climax"
set desc = "Lets you choose a couple ways to ejaculate."
mob_climax()
@@ -2,19 +2,20 @@
color = "#fcccb3"
w_class = WEIGHT_CLASS_NORMAL
var/shape = "human"
var/sensitivity = AROUSAL_START_VALUE
var/sensitivity = 1 // wow if this were ever used that'd be cool but it's not but i'm keeping it for my unshit code
var/genital_flags //see citadel_defines.dm
var/masturbation_verb = "masturbate"
var/orgasm_verb = "cumming" //present continous
var/arousal_verb = "You feel aroused"
var/unarousal_verb = "You no longer feel aroused"
var/fluid_transfer_factor = 0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/fluid_id = null
var/datum/reagent/fluid_id = null
var/fluid_max_volume = 50
var/fluid_efficiency = 1
var/fluid_rate = CUM_RATE
var/fluid_mult = 1
var/aroused_state = FALSE //Boolean used in icon_state strings
var/aroused_amount = 50 //This is a num from 0 to 100 for arousal percentage for when to use arousal state icons.
var/obj/item/organ/genital/linked_organ
var/linked_organ_slot //used for linking an apparatus' organ to its other half on update_link().
var/layer_index = GENITAL_LAYER_INDEX //Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
@@ -38,6 +39,11 @@
Remove(owner, TRUE)//this should remove references to it, so it can be GCd correctly
return ..()
/obj/item/organ/genital/proc/set_aroused_state(new_state)
if(!((HAS_TRAIT(owner,TRAIT_PERMABONER) && !new_state) || HAS_TRAIT(owner,TRAIT_NEVERBONER) && new_state))
aroused_state = new_state
return aroused_state
/obj/item/organ/genital/proc/update(removing = FALSE)
if(QDELETED(src))
return
@@ -90,11 +96,9 @@
set desc = "Allows you to toggle which genitals should show through clothes or not."
var/list/genital_list = list()
for(var/obj/item/organ/O in internal_organs)
if(isgenital(O))
var/obj/item/organ/genital/G = O
if(!CHECK_BITFIELD(G.genital_flags, GENITAL_INTERNAL))
genital_list += G
for(var/obj/item/organ/genital/G in internal_organs)
if(!CHECK_BITFIELD(G.genital_flags, GENITAL_INTERNAL))
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
@@ -105,6 +109,39 @@
picked_organ.toggle_visibility(picked_visibility)
return
/mob/living/carbon/verb/toggle_arousal_state()
set category = "IC"
set name = "Toggle genital arousal"
set desc = "Allows you to toggle which genitals are showing signs of arousal."
var/list/genital_list = list()
for(var/obj/item/organ/genital/G in internal_organs)
var/datum/sprite_accessory/S
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/testicles)
S = GLOB.balls_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(S?.alt_aroused)
genital_list += G
if(!genital_list.len) //There's nothing that can show arousal
return
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Choose which genitalia to toggle arousal on", "Set genital arousal", null) in genital_list
if(picked_organ)
var/original_state = picked_organ.aroused_state
picked_organ.set_aroused_state(!picked_organ.aroused_state)
if(original_state != picked_organ.aroused_state)
to_chat(src,"<span class='userlove'>[picked_organ.aroused_state ? picked_organ.arousal_verb : picked_organ.unarousal_verb].</span>")
else
to_chat(src,"<span class='userlove'>You can't make that genital [picked_organ.aroused_state ? "unaroused" : "aroused"]!</span>")
picked_organ.update_appearance()
return
/obj/item/organ/genital/proc/modify_size(modifier, min = -INFINITY, max = INFINITY)
fluid_max_volume += modifier*2.5
fluid_rate += modifier/10
@@ -233,7 +270,7 @@
//Checks to see if organs are new on the mob, and changes their colours so that they don't get crazy colours.
/mob/living/carbon/human/proc/emergent_genital_call()
if(!canbearoused)
if(!client.prefs.arousable)
return FALSE
var/organCheck = locate(/obj/item/organ/genital) in internal_organs
@@ -6,11 +6,13 @@
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_BREASTS
size = "c" //refer to the breast_values static list below for the cups associated number values
fluid_id = "milk"
fluid_id = /datum/reagent/consumable/milk
fluid_rate = MILK_RATE
shape = "pair"
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_FUID_PRODUCTION
masturbation_verb = "massage"
arousal_verb = "Your breasts start feeling sensitive"
unarousal_verb = "Your breasts no longer feel sensitive"
orgasm_verb = "leaking"
fluid_transfer_factor = 0.5
var/static/list/breast_values = list("a" = 1, "b" = 2, "c" = 3, "d" = 4, "e" = 5, "f" = 6, "g" = 7, "h" = 8, "i" = 9, "j" = 10, "k" = 11, "l" = 12, "m" = 13, "n" = 14, "o" = 15, "huge" = 16, "flat" = 0)
@@ -44,7 +46,7 @@
desc += " You estimate that they're [uppertext(size)]-cups."
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION) && aroused_state)
desc += " They're leaking [fluid_id]."
desc += " They're leaking [initial(fluid_id.name)]."
var/string
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
@@ -6,6 +6,8 @@
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_PENIS
masturbation_verb = "stroke"
arousal_verb = "You pop a boner"
unarousal_verb = "Your boner goes down"
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH
linked_organ_slot = ORGAN_SLOT_TESTICLES
fluid_transfer_factor = 0.5
@@ -26,7 +28,7 @@
..()
/obj/item/organ/genital/penis/update_size(modified = FALSE)
if(length < 0)//I don't actually know what round() does to negative numbers, so to be safe!!
if(length <= 0)//I don't actually know what round() does to negative numbers, so to be safe!!
if(owner)
to_chat(owner, "<span class='warning'>You feel your tallywacker shrinking away from your body as your groin flattens out!</b></span>")
QDEL_IN(src, 1)
@@ -6,12 +6,14 @@
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_TESTICLES
size = BALLS_SIZE_MIN
arousal_verb = "Your balls ache a little"
unarousal_verb = "Your balls finally stop aching, again"
linked_organ_slot = ORGAN_SLOT_PENIS
genital_flags = CAN_MASTURBATE_WITH|MASTURBATE_LINKED_ORGAN|GENITAL_FUID_PRODUCTION
var/size_name = "average"
shape = "Single"
var/sack_size = BALLS_SACK_SIZE_DEF
fluid_id = "semen"
fluid_id = /datum/reagent/consumable/semen
masturbation_verb = "massage"
layer_index = TESTICLES_LAYER_INDEX
@@ -8,6 +8,8 @@
size = 1 //There is only 1 size right now
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH
masturbation_verb = "finger"
arousal_verb = "You feel wetness on your crotch."
unarousal_verb = "You no longer feel wet."
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
layer_index = VAGINA_LAYER_INDEX
var/cap_length = 8//D E P T H (cap = capacity)
@@ -6,5 +6,5 @@
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_WOMB
genital_flags = GENITAL_INTERNAL|GENITAL_FUID_PRODUCTION
fluid_id = "femcum"
fluid_id = /datum/reagent/consumable/femcum
linked_organ_slot = ORGAN_SLOT_VAGINA
@@ -5,8 +5,7 @@
name = "dildo"
desc = "Floppy!"
icon = 'modular_citadel/icons/obj/genitals/dildo.dmi'
damtype = AROUSAL
force = 5
force = 0
hitsound = 'sound/weapons/tap.ogg'
throwforce = 0
icon_state = "dildo_knotted_2"
@@ -1,7 +1,7 @@
/datum/gear/greytidestationwide
name = "Grey jumpsuit"
name = "Staff Assistant's jumpsuit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/color/grey
path = /obj/item/clothing/under/staffassistant
restricted_roles = list("Assistant")
/datum/gear/neetsuit
@@ -93,6 +93,7 @@
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
/*Commenting out Until next Christmas or made automatic
/datum/gear/santahatr
name = "Red Santa Hat"
category = SLOT_HEAD
@@ -101,4 +102,32 @@
/datum/gear/santahatg
name = "Green Santa Hat"
category = SLOT_HEAD
path = /obj/item/clothing/head/christmashatg
path = /obj/item/clothing/head/christmashatg
*/
/datum/gear/cowboyhat
name = "Cowboy Hat, Brown"
category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat
/datum/gear/cowboyhat/black
name = "Cowboy Hat, Black"
category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/black
/datum/gear/cowboyhat/white
name = "Cowboy Hat, White"
category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/white
/datum/gear/cowboyhat/pink
name = "Cowboy Hat, Pink"
category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/pink
/datum/gear/cowboyhat/sec
name = "Cowboy Hat, Security"
category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/sec
restricted_desc = "Security"
restricted_roles = list("Warden","Detective","Security Officer","Head of Security")
@@ -71,4 +71,14 @@
/datum/gear/santaboots
name = "Santa Boots"
category = SLOT_SHOES
path= /obj/item/clothing/shoes/winterboots/santaboots
path= /obj/item/clothing/shoes/winterboots/santaboots
/datum/gear/cowboyboots
name = "Cowboy Boots, Brown"
category = SLOT_SHOES
path = /obj/item/clothing/shoes/cowboyboots
/datum/gear/cowboyboots/black
name = "Cowboy Boots, Black"
category = SLOT_SHOES
path = /obj/item/clothing/shoes/cowboyboots/black
@@ -390,6 +390,7 @@
path = /obj/item/clothing/under/gear_harness
//Christmas
/*Commenting out Until next Christmas or made automatic
/datum/gear/christmasmaler
name = "Red Masculine Christmas Suit"
category = SLOT_W_UNIFORM
@@ -415,6 +416,7 @@
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/stripper_pink
cost = 3
*/
/datum/gear/greenstripper
name = "Green stripper outfit"
@@ -49,10 +49,9 @@
if(L[slot_to_string(slot)] < DEFAULT_SLOT_AMT)
return TRUE
datum/preferences/copy_to(mob/living/carbon/human/character, icon_updates = 1)
/datum/preferences/copy_to(mob/living/carbon/human/character, icon_updates = 1)
..()
character.give_genitals(TRUE)
character.flavor_text = features["flavor_text"] //Let's update their flavor_text at least initially
character.canbearoused = arousable
if(icon_updates)
character.update_genitals()
@@ -13,7 +13,7 @@
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
/obj/item/clothing/neck/cloak/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
/obj/item/clothing/neck/cloak/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
@@ -11,7 +11,7 @@
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/suit.dmi'
icon_state = "hostrench"
item_state = "hostrench"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
body_parts_covered = CHEST|ARMS|LEGS
/obj/item/clothing/suit/hooded/cloak/david
@@ -20,11 +20,11 @@
desc = "Ever wanted to look like a badass without ANY effort? Try this nanotrasen brand red cloak, perfect for kids"
hoodtype = /obj/item/clothing/head/hooded/cloakhood/david
body_parts_covered = CHEST|GROIN|ARMS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/hooded/cloakhood/david
name = "red cloak hood"
icon_state = "golhood"
desc = "conceal your face in shame with this nanotrasen brand hood"
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
@@ -14,7 +14,7 @@
desc = "Oooh... right."
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
mutantrace_variation = NONE
item_state = ""
can_adjust = FALSE //to prevent you from "wearing it casually"
@@ -95,10 +95,9 @@
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
icon_state = "trek_ds9_coat"
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
item_state = "trek_ds9_coat"
body_parts_covered = CHEST|GROIN|ARMS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
permeability_coefficient = 0.50
allowed = list(
/obj/item/flashlight, /obj/item/analyzer,
@@ -140,11 +139,9 @@
desc = "A uniform jacket from the United Federation. Set phasers to awesome."
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
icon_state = "fedcoat"
item_state = "fedcoat"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(
@@ -208,7 +205,6 @@
desc = "A modern uniform jacket from the United Federation."
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
icon_state = "fedmodern"
item_state = "fedmodern"
body_parts_covered = CHEST|GROIN|ARMS
@@ -241,7 +237,6 @@
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
icon_state = "fedcapofficer"
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
item_state = "fedcapofficer"
//Variants
@@ -16,7 +16,7 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/structure/closet/secure_closet/CMO/PopulateContents() //This is placed here because it's a very specific addition for a very specific niche
..()
@@ -29,7 +29,7 @@
item_state = "bl_suit"
item_color = "tactifool"
has_sensor = TRUE
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/clothing/under/syndicate/tacticool
@@ -47,7 +47,7 @@
can_adjust = TRUE
icon = 'modular_citadel/icons/obj/clothing/turtlenecks.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/uniforms.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/bb_sweater/black
name = "black sweater"
@@ -13,7 +13,7 @@
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/uniforms.dmi'
item_state = "r_suit"
can_adjust = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/rank/captain/femformal
name ="captain's female formal outfit"
@@ -26,4 +26,4 @@
can_adjust = FALSE
sensor_mode = SENSOR_COORDS //it's still a captain's suit nerd
random_sensor = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
@@ -1,7 +1,7 @@
//For custom items.
// Unless there's a digitigrade version make sure you add mutantrace_variation = NO_MUTANTRACE_VARIATION to all clothing/under and shoes - Pooj
// Unless there's a digitigrade version make sure you add mutantrace_variation = NONE to all clothing/under and shoes - Pooj
// Digitigrade stuff is uniform_digi.dmi and digishoes.dmi in icons/mob
/obj/item/custom/ceb_soap
@@ -85,7 +85,7 @@
item_state = "darkcarapace"
blood_overlay_type = "armor"
dog_fashion = /datum/dog_fashion/back
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -118,7 +118,7 @@
icon_state = "labred"
alternate_worn_icon = 'icons/mob/custom_w.dmi'
item_state = "labred"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/toggle/labcoat/labredblack
name = "Black and Red Coat"
@@ -127,7 +127,7 @@
icon_state = "labredblack"
alternate_worn_icon = 'icons/mob/custom_w.dmi'
item_state = "labredblack"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/toy/plush/carrot
name = "carrot plushie"
@@ -233,7 +233,7 @@
alternate_worn_icon = 'icons/mob/custom_w.dmi'
item_state = "hos-g"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/reagent_containers/food/drinks/flask/russian
name = "russian flask"
@@ -277,14 +277,14 @@
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
can_adjust = 0
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/shoes/sneakers/pink
icon = 'icons/obj/custom.dmi'
icon_state = "pink"
alternate_worn_icon = 'icons/mob/custom_w.dmi'
item_state = "pink"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/neck/tie/bloodred
name = "Blood Red Tie"
@@ -301,7 +301,7 @@
icon_state = "puffydress"
item_state = "puffydress"
body_parts_covered = CHEST|GROIN|LEGS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/vermillion
name = "vermillion clothing"
@@ -311,11 +311,11 @@
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/bb_sweater/black/naomi
name = "worn black sweater"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
desc = "A well-loved sweater, showing signs of several cleanings and re-stitchings. And a few stains. Is that cat fur?"
/obj/item/clothing/neck/petcollar/naomi
@@ -345,7 +345,7 @@
icon_state = "rdcoat"
alternate_worn_icon = 'icons/mob/custom_w.dmi'
item_state = "rdcoat"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/custom/leechjar
name = "Jar of Leeches"
@@ -379,7 +379,7 @@
desc = "Comfy Lucky Jackboots with the word Luck on them."
item_state = "luckyjack"
icon_state = "luckyjack"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/lunasune
name = "Divine Robes"
@@ -388,7 +388,7 @@
desc = "Heavenly robes of the kitsune Luna Pumpkin,you can feel radiance coming from them."
item_state = "Divine_robes"
icon_state = "Divine_robes"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/leoskimpy
name = "Leon's Skimpy Outfit"
@@ -397,7 +397,7 @@
desc = "A rather skimpy outfit."
item_state = "shark_cloth"
icon_state = "shark_cloth"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/mimeoveralls
name = "Mime's Overalls"
@@ -406,7 +406,7 @@
desc = "A less-than-traditional mime's attire, completed by a set of dorky-looking overalls."
item_state = "moveralls"
icon_state = "moveralls"
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/hooded/cloak/zuliecloak
name = "Project: Zul-E"
@@ -418,7 +418,7 @@
hoodtype = /obj/item/clothing/head/hooded/cloakhood/zuliecloak
body_parts_covered = CHEST|GROIN|ARMS
slot_flags = SLOT_WEAR_SUIT | ITEM_SLOT_NECK //it's a cloak. it's cosmetic. so why the hell not? what could possibly go wrong?
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/hooded/cloakhood/zuliecloak
name = "NT Special Issue"
@@ -428,7 +428,7 @@
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
flags_inv = HIDEEARS|HIDEHAIR
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/blackredgold
name = "Multicolor Coat"
@@ -438,7 +438,7 @@
icon_state = "redgoldjacket"
item_state = "redgoldjacket"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/kimono
name = "Blue Kimono"
@@ -448,7 +448,7 @@
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/commjacket
name = "Dusty Commisar's Cloak"
@@ -458,7 +458,7 @@
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/under/mw2_russian_para
name = "Russian Paratrooper Jumper"
@@ -467,7 +467,7 @@
item_state = "mw2_russian_para"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/gloves/longblackgloves
name = "Luna's Gauntlets"
@@ -484,7 +484,7 @@
item_state = "trendy_fit"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/blueberet
name = "Atmos Beret"
@@ -518,7 +518,7 @@
item_state = "mikubikini"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/suit/mikujacket
name = "starlight singer jacket"
@@ -527,7 +527,7 @@
item_state = "mikujacket"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/head/mikuhair
name = "starlight singer hair"
@@ -536,7 +536,7 @@
item_state = "mikuhair"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
flags_inv = HIDEHAIR
/obj/item/clothing/gloves/mikugloves
@@ -546,7 +546,7 @@
item_state = "mikugloves"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
/obj/item/clothing/shoes/sneakers/mikuleggings
name = "starlight singer leggings"
@@ -555,4 +555,4 @@
item_state = "mikuleggings"
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
mutantrace_variation = NO_MUTANTRACE_VARIATION
mutantrace_variation = NONE
@@ -1,53 +0,0 @@
/obj/item/integrated_circuit/manipulation/electric_stimulator
name = "electronic stimulation module"
desc = "Used to induce sexual stimulation in a target via electricity."
icon_state = "power_relay"
extended_desc = "The circuit accepts a reference to a person, as well as a number representing the strength of the shock, and upon activation, attempts to stimulate them to orgasm. The number ranges from -35 to 35, with negative numbers reducing arousal and positive numbers increasing it by that amount."
complexity = 15
size = 2
inputs = list("target" = IC_PINTYPE_REF, "strength" = IC_PINTYPE_NUMBER)
outputs = list("arousal gain"=IC_PINTYPE_NUMBER)
activators = list("fire" = IC_PINTYPE_PULSE_IN, "on success" = IC_PINTYPE_PULSE_OUT, "on fail" = IC_PINTYPE_PULSE_OUT, "on orgasm" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
power_draw_per_use = 500
cooldown_per_use = 50
ext_cooldown = 25
/obj/item/integrated_circuit/manipulation/electric_stimulator/do_work()
set_pin_data(IC_OUTPUT, 1, 0)
var/mob/living/M = get_pin_data_as_type(IC_INPUT, 1, /mob/living)
if(!check_target(M))
return
var/arousal_gain = CLAMP(get_pin_data(IC_INPUT, 2),-35,35)
set_pin_data(IC_OUTPUT, 1, arousal_gain)
if(ismob(M) && M.canbearoused && arousal_gain != 0)
var/orgasm = FALSE
if(arousal_gain > 0)
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
var/mob/living/carbon/human/H = M
var/orgasm_message = pick("A sharp pulse of electricity pushes you to orgasm!", "You feel a jolt of electricity force you into orgasm!")
H.visible_message("<span class='warning'>\The [assembly] electrodes shock [H]!</span>", "<span class='warning'>[orgasm_message]</span>")
playsound(src, "sound/effects/light_flicker.ogg", 30, 1)
H.mob_climax(forced_climax=TRUE)
orgasm = TRUE
else
M.adjustArousalLoss(arousal_gain)
var/stimulate_message = pick("You feel a sharp warming tingle of electricity through your body!", "A burst of arousing electricity flows through your body!")
M.visible_message("<span class='warning'>\The [assembly] electrodes shock [M]!</span>", "<span class='warning'>[stimulate_message]</span>")
else
var/stimulate_message = pick("You feel a dull prickle of electricity through your body!", "A burst of dull electricity flows through your body!")
M.visible_message("<span class='warning'>\The [assembly] electrodes shock [M]!</span>", "<span class='warning'>[stimulate_message]</span>")
M.adjustArousalLoss(arousal_gain)
playsound(src, "sound/effects/light_flicker.ogg", 30, 1)
push_data()
activate_pin(2)
if(orgasm) activate_pin(4)
else
visible_message("<span class='warning'>\The [assembly] electrodes fail to shock [M]!</span>")
push_data()
activate_pin(3)
@@ -1,449 +1,449 @@
/*
DOG BORG EQUIPMENT HERE
SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
*/
/obj/item/dogborg/jaws
name = "Dogborg jaws"
desc = "The jaws of the debug errors oh god."
icon = 'icons/mob/dogborg.dmi'
flags_1 = CONDUCT_1
force = 1
throwforce = 0
w_class = 3
hitsound = 'sound/weapons/bite.ogg'
sharpness = IS_SHARP
var/stamtostunconversion = 0.1 //Total stamloss gets multiplied by this value for the help intent hard stun. Resting adds an additional 2x multiplier on top. Keep this low or so help me god.
var/stuncooldown = 4 SECONDS //How long it takes before you're able to attempt to stun a target again
var/nextstuntime
/obj/item/dogborg/jaws/examine(mob/user)
. = ..()
if(!CONFIG_GET(flag/weaken_secborg))
. += "<span class='notice'>Use help intent to attempt to non-lethally incapacitate the target by latching on with your maw. This is more effective against exhausted and resting targets.</span>"
/obj/item/dogborg/jaws/big
name = "combat jaws"
desc = "The jaws of the law. Very sharp."
icon_state = "jaws"
force = 15 //Chomp chomp. Crew harm.
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
stamtostunconversion = 0.2 // 100*0.2*2=40. Stun's just long enough to slap on cuffs with click delay if the target is near hard stamcrit.
stuncooldown = 6 SECONDS
/obj/item/dogborg/jaws/small
name = "puppy jaws"
desc = "Rubberized teeth designed to protect accidental harm. Sharp enough for specialized tasks however."
icon_state = "smalljaws"
force = 6
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
var/status = 0
/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
if(!istype(user))
return
if(!CONFIG_GET(flag/weaken_secborg) && user.a_intent != INTENT_HARM && istype(A, /mob/living))
if(A == user.pulling)
to_chat(user, "<span class='warning'>You already have [A] in your jaws.</span>")
return
if(nextstuntime >= world.time)
to_chat(user, "<span class='warning'>Your jaw servos are still recharging.</span>")
return
nextstuntime = world.time + stuncooldown
var/mob/living/M = A
var/cachedstam = M.getStaminaLoss()
var/totalstuntime = cachedstam * stamtostunconversion * (M.lying ? 2 : 1)
if(CHECK_MOBILITY(M, MOBILITY_STAND))
M.DefaultCombatKnockdown(cachedstam*2) //BORK BORK. GET DOWN.
M.Stun(totalstuntime)
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
user.start_pulling(M, TRUE) //Yip yip. Come with.
user.changeNext_move(CLICK_CD_MELEE)
M.visible_message("<span class='danger'>[user] clamps [user.p_their()] [src] onto [M] and latches on!</span>", "<span class='userdanger'>[user] clamps [user.p_their()] [src] onto you and latches on!</span>")
if(totalstuntime >= 4 SECONDS)
playsound(usr, 'sound/effects/k9_jaw_strong.ogg', 75, FALSE, 2) //Wuff wuff. Big stun.
else
playsound(usr, 'sound/effects/k9_jaw_weak.ogg', 50, TRUE, -1) //Arf arf. Pls buff.
else
. = ..()
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot/R = user
if(R.cell && R.cell.charge > 100)
if(R.emagged && status == 0)
name = "combat jaws"
icon_state = "jaws"
desc = "The jaws of the law."
force = 12
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
stamtostunconversion = 0.15
stuncooldown = 5 SECONDS
status = 1
to_chat(user, "<span class='notice'>Your jaws are now [status ? "Combat" : "Pup'd"].</span>")
else
name = "puppy jaws"
icon_state = "smalljaws"
desc = "The jaws of a small dog."
force = initial(force)
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
stamtostunconversion = initial(stamtostunconversion)
stuncooldown = initial(stuncooldown)
status = 0
if(R.emagged)
to_chat(user, "<span class='notice'>Your jaws are now [status ? "Combat" : "Pup'd"].</span>")
update_icon()
//Boop
/obj/item/analyzer/nose
name = "boop module"
icon = 'icons/mob/dogborg.dmi'
icon_state = "nose"
desc = "The BOOP module"
flags_1 = CONDUCT_1
force = 0
throwforce = 0
attack_verb = list("nuzzles", "pushes", "boops")
w_class = 1
/obj/item/analyzer/nose/attack_self(mob/user)
user.visible_message("[user] sniffs around the air.", "<span class='warning'>You sniff the air for gas traces.</span>")
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
var/o2_concentration = env_gases[/datum/gas/oxygen]/total_moles
var/n2_concentration = env_gases[/datum/gas/nitrogen]/total_moles
var/co2_concentration = env_gases[/datum/gas/carbon_dioxide]/total_moles
var/plasma_concentration = env_gases[/datum/gas/plasma]/total_moles
GAS_GARBAGE_COLLECT(environment.gases)
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id]/total_moles
to_chat(user, "<span class='alert'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] %</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>")
/obj/item/analyzer/nose/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
do_attack_animation(target, null, src)
user.visible_message("<span class='notice'>[user] [pick(attack_verb)] \the [target.name] with their nose!</span>")
//Delivery
/obj/item/storage/bag/borgdelivery
name = "fetching storage"
desc = "Fetch the thing!"
icon = 'icons/mob/dogborg.dmi'
icon_state = "dbag"
w_class = WEIGHT_CLASS_BULKY
/obj/item/storage/bag/borgdelivery/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_BULKY
STR.max_combined_w_class = 5
STR.max_items = 1
STR.cant_hold = typecacheof(list(/obj/item/disk/nuclear, /obj/item/radio/intercom))
//Tongue stuff
/obj/item/soap/tongue
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
hitsound = 'sound/effects/attackblob.ogg'
cleanspeed = 80
var/status = 0
/obj/item/soap/tongue/scrubpup
cleanspeed = 25 //slightly faster than a mop.
/obj/item/soap/tongue/New()
..()
item_flags |= NOBLUDGEON //No more attack messages
/obj/item/soap/tongue/attack_self(mob/user)
var/mob/living/silicon/robot/R = user
if(R.cell && R.cell.charge > 100)
if(R.emagged && status == 0)
status = !status
name = "energized tongue"
desc = "Your tongue is energized for dangerously maximum efficency."
icon_state = "syndietongue"
to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
cleanspeed = 10 //(nerf'd)tator soap stat
else
status = 0
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon_state = "synthtongue"
cleanspeed = initial(cleanspeed)
if(R.emagged)
to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
update_icon()
/obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
var/mob/living/silicon/robot/R = user
if(!proximity || !check_allowed_items(target))
return
if(R.client && (target in R.client.screen))
to_chat(R, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(is_cleanable(target))
R.visible_message("[R] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish licking off \the [target.name].</span>")
qdel(target)
R.cell.give(50)
else if(isobj(target)) //hoo boy. danger zone man
if(istype(target,/obj/item/trash))
R.visible_message("[R] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(!do_after(R, src.cleanspeed, target = target))
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(target)
R.cell.give(250)
return
if(istype(target,/obj/item/stock_parts/cell))
R.visible_message("[R] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(!do_after(R, 50, target = target))
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
var/obj/item/stock_parts/cell/C = target
R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
qdel(target)
return
var/obj/item/I = target //HAHA FUCK IT, NOT LIKE WE ALREADY HAVE A SHITTON OF WAYS TO REMOVE SHIT
if(!I.anchored && R.emagged)
R.visible_message("[R] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(!do_after(R, 100, target = I)) //Nerf dat time yo
return //If they moved away, you can't eat them.
visible_message("<span class='warning'>[R] chews up \the [target.name] and cleans off the debris!</span>")
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(I)
R.cell.give(500)
return
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
else if(ishuman(target))
var/mob/living/L = target
if(status == 0 && check_zone(R.zone_selected) == "head")
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]'s face!</span>", "<span class='notice'>You affectionally lick \the [L]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(istype(L) && L.fire_stacks > 0)
L.adjust_fire_stacks(-10)
return
else if(status == 0)
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]!</span>", "<span class='notice'>You affectionally lick \the [L]!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(istype(L) && L.fire_stacks > 0)
L.adjust_fire_stacks(-10)
return
else
if(R.cell.charge <= 800)
to_chat(R, "Insufficent Power!")
return
L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
L.DefaultCombatKnockdown(80)
L.apply_effect(EFFECT_STUTTER, 4)
L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[R] has shocked you with its tongue!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
R.cell.use(666)
log_combat(R, L, "tongue stunned")
else if(istype(target, /obj/structure/window))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.set_opacity(initial(target.opacity))
else
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
target.wash_cream()
return
//Nerfed tongue for flavour reasons (haha geddit?). Used for aux skins for regular borgs
/obj/item/soap/tongue/flavour
desc = "For giving affectionate kisses."
/obj/item/soap/tongue/flavour/attack_self(mob/user)
return
/obj/item/soap/tongue/flavour/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
var/mob/living/silicon/robot/R = user
if(ishuman(target))
var/mob/living/L = target
if(status == 0 && check_zone(R.zone_selected) == "head")
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]'s face!</span>", "<span class='notice'>You affectionally lick \the [L]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
else if(status == 0)
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]!</span>", "<span class='notice'>You affectionally lick \the [L]!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
//Same as above but for noses
/obj/item/analyzer/nose/flavour/AltClick(mob/user)
return
/obj/item/analyzer/nose/flavour/attack_self(mob/user)
return
/obj/item/analyzer/nose/flavour/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
do_attack_animation(target, null, src)
user.visible_message("<span class='notice'>[user] [pick(attack_verb)] \the [target.name] with their nose!</span>")
//Dogfood
/obj/item/trash/rkibble
name = "robo kibble"
desc = "A novelty bowl of assorted mech fabricator byproducts. Mockingly feed this to the sec-dog to help it recharge."
icon = 'icons/mob/dogborg.dmi'
icon_state= "kibble"
// Pounce stuff for K-9
/obj/item/dogborg/pounce
name = "pounce"
icon = 'icons/mob/dogborg.dmi'
icon_state = "pounce"
desc = "Leap at your target to momentarily stun them."
force = 0
throwforce = 0
/obj/item/dogborg/pounce/New()
..()
item_flags |= NOBLUDGEON
/mob/living/silicon/robot
var/leaping = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 30 //Time in deciseconds between pounces
var/pounce_spoolup = 5 //Time in deciseconds for the pounce to happen after clicking
var/pounce_stamloss_cap = 120 //How much staminaloss pounces alone are capable of bringing a spaceman to
var/pounce_stamloss = 80 //Base staminaloss value of the pounce
var/leap_at
var/disabler
var/laser
var/sleeper_g
var/sleeper_r
var/sleeper_nv
#define MAX_K9_LEAP_DIST 4 //because something's definitely borked the pounce functioning from a distance.
/obj/item/dogborg/pounce/afterattack(atom/A, mob/user)
var/mob/living/silicon/robot/R = user
if(R && (world.time >= R.pounce_cooldown))
R.pounce_cooldown = world.time + R.pounce_cooldown_time
to_chat(R, "<span class ='warning'>Your targeting systems lock on to [A]...</span>")
playsound(R, 'sound/effects/servostep.ogg', 100, TRUE)
addtimer(CALLBACK(R, /mob/living/silicon/robot.proc/leap_at, A), R.pounce_spoolup)
else if(R && (world.time < R.pounce_cooldown))
to_chat(R, "<span class='danger'>Your leg actuators are still recharging!</span>")
/mob/living/silicon/robot/proc/leap_at(atom/A)
if(leaping || stat || buckled || lying)
return
if(!has_gravity(src) || !has_gravity(A))
to_chat(src,"<span class='danger'>It is unsafe to leap without gravity!</span>")
//It's also extremely buggy visually, so it's balance+bugfix
return
if(cell.charge <= 750)
to_chat(src,"<span class='danger'>Insufficent reserves for jump actuators!</span>")
return
else
leaping = 1
weather_immunities += "lava"
pixel_y = 10
update_icons()
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(750) //Less than a stunbaton since stunbatons hit everytime.
playsound(src, 'sound/effects/stealthoff.ogg', 25, TRUE, -1)
weather_immunities -= "lava"
/mob/living/silicon/robot/throw_impact(atom/A)
if(!leaping)
return ..()
if(A)
if(isliving(A))
var/mob/living/L = A
if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
log_combat(src, L, "borg pounced")
else
DefaultCombatKnockdown(15, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
pounce_cooldown = !pounce_cooldown
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
DefaultCombatKnockdown(15, 1, 1)
if(leaping)
leaping = 0
pixel_y = initial(pixel_y)
update_icons()
update_mobility()
/*
DOG BORG EQUIPMENT HERE
SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
*/
/obj/item/dogborg/jaws
name = "Dogborg jaws"
desc = "The jaws of the debug errors oh god."
icon = 'icons/mob/dogborg.dmi'
flags_1 = CONDUCT_1
force = 1
throwforce = 0
w_class = 3
hitsound = 'sound/weapons/bite.ogg'
sharpness = IS_SHARP
var/stamtostunconversion = 0.1 //Total stamloss gets multiplied by this value for the help intent hard stun. Resting adds an additional 2x multiplier on top. Keep this low or so help me god.
var/stuncooldown = 4 SECONDS //How long it takes before you're able to attempt to stun a target again
var/nextstuntime
/obj/item/dogborg/jaws/examine(mob/user)
. = ..()
if(!CONFIG_GET(flag/weaken_secborg))
. += "<span class='notice'>Use help intent to attempt to non-lethally incapacitate the target by latching on with your maw. This is more effective against exhausted and resting targets.</span>"
/obj/item/dogborg/jaws/big
name = "combat jaws"
desc = "The jaws of the law. Very sharp."
icon_state = "jaws"
force = 15 //Chomp chomp. Crew harm.
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
stamtostunconversion = 0.2 // 100*0.2*2=40. Stun's just long enough to slap on cuffs with click delay if the target is near hard stamcrit.
stuncooldown = 6 SECONDS
/obj/item/dogborg/jaws/small
name = "puppy jaws"
desc = "Rubberized teeth designed to protect accidental harm. Sharp enough for specialized tasks however."
icon_state = "smalljaws"
force = 6
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
var/status = 0
/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
if(!istype(user))
return
if(!CONFIG_GET(flag/weaken_secborg) && user.a_intent != INTENT_HARM && istype(A, /mob/living))
if(A == user.pulling)
to_chat(user, "<span class='warning'>You already have [A] in your jaws.</span>")
return
if(nextstuntime >= world.time)
to_chat(user, "<span class='warning'>Your jaw servos are still recharging.</span>")
return
nextstuntime = world.time + stuncooldown
var/mob/living/M = A
var/cachedstam = M.getStaminaLoss()
var/totalstuntime = cachedstam * stamtostunconversion * (M.lying ? 2 : 1)
if(CHECK_MOBILITY(M, MOBILITY_STAND))
M.DefaultCombatKnockdown(cachedstam*2) //BORK BORK. GET DOWN.
M.Stun(totalstuntime)
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
user.start_pulling(M, TRUE) //Yip yip. Come with.
user.changeNext_move(CLICK_CD_MELEE)
M.visible_message("<span class='danger'>[user] clamps [user.p_their()] [src] onto [M] and latches on!</span>", "<span class='userdanger'>[user] clamps [user.p_their()] [src] onto you and latches on!</span>")
if(totalstuntime >= 4 SECONDS)
playsound(usr, 'sound/effects/k9_jaw_strong.ogg', 75, FALSE, 2) //Wuff wuff. Big stun.
else
playsound(usr, 'sound/effects/k9_jaw_weak.ogg', 50, TRUE, -1) //Arf arf. Pls buff.
else
. = ..()
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot/R = user
if(R.cell && R.cell.charge > 100)
if(R.emagged && status == 0)
name = "combat jaws"
icon_state = "jaws"
desc = "The jaws of the law."
force = 12
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
stamtostunconversion = 0.15
stuncooldown = 5 SECONDS
status = 1
to_chat(user, "<span class='notice'>Your jaws are now [status ? "Combat" : "Pup'd"].</span>")
else
name = "puppy jaws"
icon_state = "smalljaws"
desc = "The jaws of a small dog."
force = initial(force)
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
stamtostunconversion = initial(stamtostunconversion)
stuncooldown = initial(stuncooldown)
status = 0
if(R.emagged)
to_chat(user, "<span class='notice'>Your jaws are now [status ? "Combat" : "Pup'd"].</span>")
update_icon()
//Boop
/obj/item/analyzer/nose
name = "boop module"
icon = 'icons/mob/dogborg.dmi'
icon_state = "nose"
desc = "The BOOP module"
flags_1 = CONDUCT_1
force = 0
throwforce = 0
attack_verb = list("nuzzles", "pushes", "boops")
w_class = 1
/obj/item/analyzer/nose/attack_self(mob/user)
user.visible_message("[user] sniffs around the air.", "<span class='warning'>You sniff the air for gas traces.</span>")
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
var/o2_concentration = env_gases[/datum/gas/oxygen]/total_moles
var/n2_concentration = env_gases[/datum/gas/nitrogen]/total_moles
var/co2_concentration = env_gases[/datum/gas/carbon_dioxide]/total_moles
var/plasma_concentration = env_gases[/datum/gas/plasma]/total_moles
GAS_GARBAGE_COLLECT(environment.gases)
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id]/total_moles
to_chat(user, "<span class='alert'>[GLOB.meta_gas_names[id]]: [round(gas_concentration*100, 0.01)] %</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>")
/obj/item/analyzer/nose/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
do_attack_animation(target, null, src)
user.visible_message("<span class='notice'>[user] [pick(attack_verb)] \the [target.name] with their nose!</span>")
//Delivery
/obj/item/storage/bag/borgdelivery
name = "fetching storage"
desc = "Fetch the thing!"
icon = 'icons/mob/dogborg.dmi'
icon_state = "dbag"
w_class = WEIGHT_CLASS_BULKY
/obj/item/storage/bag/borgdelivery/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_BULKY
STR.max_combined_w_class = 5
STR.max_items = 1
STR.cant_hold = typecacheof(list(/obj/item/disk/nuclear, /obj/item/radio/intercom))
//Tongue stuff
/obj/item/soap/tongue
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
hitsound = 'sound/effects/attackblob.ogg'
cleanspeed = 80
var/status = 0
/obj/item/soap/tongue/scrubpup
cleanspeed = 25 //slightly faster than a mop.
/obj/item/soap/tongue/New()
..()
item_flags |= NOBLUDGEON //No more attack messages
/obj/item/soap/tongue/attack_self(mob/user)
var/mob/living/silicon/robot/R = user
if(R.cell && R.cell.charge > 100)
if(R.emagged && status == 0)
status = !status
name = "energized tongue"
desc = "Your tongue is energized for dangerously maximum efficency."
icon_state = "syndietongue"
to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
cleanspeed = 10 //(nerf'd)tator soap stat
else
status = 0
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon_state = "synthtongue"
cleanspeed = initial(cleanspeed)
if(R.emagged)
to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
update_icon()
/obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
var/mob/living/silicon/robot/R = user
if(!proximity || !check_allowed_items(target))
return
if(R.client && (target in R.client.screen))
to_chat(R, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(is_cleanable(target))
R.visible_message("[R] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish licking off \the [target.name].</span>")
qdel(target)
R.cell.give(50)
else if(isobj(target)) //hoo boy. danger zone man
if(istype(target,/obj/item/trash))
R.visible_message("[R] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(!do_after(R, src.cleanspeed, target = target))
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(target)
R.cell.give(250)
return
if(istype(target,/obj/item/stock_parts/cell))
R.visible_message("[R] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(!do_after(R, 50, target = target))
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
var/obj/item/stock_parts/cell/C = target
R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
qdel(target)
return
var/obj/item/I = target //HAHA FUCK IT, NOT LIKE WE ALREADY HAVE A SHITTON OF WAYS TO REMOVE SHIT
if(!I.anchored && R.emagged)
R.visible_message("[R] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(!do_after(R, 100, target = I)) //Nerf dat time yo
return //If they moved away, you can't eat them.
visible_message("<span class='warning'>[R] chews up \the [target.name] and cleans off the debris!</span>")
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(I)
R.cell.give(500)
return
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
else if(ishuman(target))
var/mob/living/L = target
if(status == 0 && check_zone(R.zone_selected) == "head")
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]'s face!</span>", "<span class='notice'>You affectionally lick \the [L]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(istype(L) && L.fire_stacks > 0)
L.adjust_fire_stacks(-10)
return
else if(status == 0)
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]!</span>", "<span class='notice'>You affectionally lick \the [L]!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(istype(L) && L.fire_stacks > 0)
L.adjust_fire_stacks(-10)
return
else
if(R.cell.charge <= 800)
to_chat(R, "Insufficent Power!")
return
L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
L.DefaultCombatKnockdown(80)
L.apply_effect(EFFECT_STUTTER, 4)
L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[R] has shocked you with its tongue!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
R.cell.use(666)
log_combat(R, L, "tongue stunned")
else if(istype(target, /obj/structure/window))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.set_opacity(initial(target.opacity))
else
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
target.wash_cream()
return
//Nerfed tongue for flavour reasons (haha geddit?). Used for aux skins for regular borgs
/obj/item/soap/tongue/flavour
desc = "For giving affectionate kisses."
/obj/item/soap/tongue/flavour/attack_self(mob/user)
return
/obj/item/soap/tongue/flavour/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
var/mob/living/silicon/robot/R = user
if(ishuman(target))
var/mob/living/L = target
if(status == 0 && check_zone(R.zone_selected) == "head")
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]'s face!</span>", "<span class='notice'>You affectionally lick \the [L]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
else if(status == 0)
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [L]!</span>", "<span class='notice'>You affectionally lick \the [L]!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
//Same as above but for noses
/obj/item/analyzer/nose/flavour/AltClick(mob/user)
return
/obj/item/analyzer/nose/flavour/attack_self(mob/user)
return
/obj/item/analyzer/nose/flavour/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
do_attack_animation(target, null, src)
user.visible_message("<span class='notice'>[user] [pick(attack_verb)] \the [target.name] with their nose!</span>")
//Dogfood
/obj/item/trash/rkibble
name = "robo kibble"
desc = "A novelty bowl of assorted mech fabricator byproducts. Mockingly feed this to the sec-dog to help it recharge."
icon = 'icons/mob/dogborg.dmi'
icon_state= "kibble"
// Pounce stuff for K-9
/obj/item/dogborg/pounce
name = "pounce"
icon = 'icons/mob/dogborg.dmi'
icon_state = "pounce"
desc = "Leap at your target to momentarily stun them."
force = 0
throwforce = 0
/obj/item/dogborg/pounce/New()
..()
item_flags |= NOBLUDGEON
/mob/living/silicon/robot
var/leaping = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 30 //Time in deciseconds between pounces
var/pounce_spoolup = 5 //Time in deciseconds for the pounce to happen after clicking
var/pounce_stamloss_cap = 120 //How much staminaloss pounces alone are capable of bringing a spaceman to
var/pounce_stamloss = 80 //Base staminaloss value of the pounce
var/leap_at
var/disabler
var/laser
var/sleeper_g
var/sleeper_r
var/sleeper_nv
#define MAX_K9_LEAP_DIST 4 //because something's definitely borked the pounce functioning from a distance.
/obj/item/dogborg/pounce/afterattack(atom/A, mob/user)
var/mob/living/silicon/robot/R = user
if(R && (world.time >= R.pounce_cooldown))
R.pounce_cooldown = world.time + R.pounce_cooldown_time
to_chat(R, "<span class ='warning'>Your targeting systems lock on to [A]...</span>")
playsound(R, 'sound/effects/servostep.ogg', 100, TRUE)
addtimer(CALLBACK(R, /mob/living/silicon/robot.proc/leap_at, A), R.pounce_spoolup)
else if(R && (world.time < R.pounce_cooldown))
to_chat(R, "<span class='danger'>Your leg actuators are still recharging!</span>")
/mob/living/silicon/robot/proc/leap_at(atom/A)
if(leaping || stat || buckled || lying)
return
if(!has_gravity(src) || !has_gravity(A))
to_chat(src,"<span class='danger'>It is unsafe to leap without gravity!</span>")
//It's also extremely buggy visually, so it's balance+bugfix
return
if(cell.charge <= 750)
to_chat(src,"<span class='danger'>Insufficent reserves for jump actuators!</span>")
return
else
leaping = 1
weather_immunities += "lava"
pixel_y = 10
update_icons()
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(750) //Less than a stunbaton since stunbatons hit everytime.
playsound(src, 'sound/effects/stealthoff.ogg', 25, TRUE, -1)
weather_immunities -= "lava"
/mob/living/silicon/robot/throw_impact(atom/A)
if(!leaping)
return ..()
if(A)
if(isliving(A))
var/mob/living/L = A
if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
log_combat(src, L, "borg pounced")
else
DefaultCombatKnockdown(15, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
pounce_cooldown = !pounce_cooldown
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
DefaultCombatKnockdown(15, 1, 1)
if(leaping)
leaping = 0
pixel_y = initial(pixel_y)
update_icons()
update_mobility()
@@ -4,7 +4,7 @@
id = "10mminc"
build_type = PROTOLATHE
materials = list(MAT_PLASMA = 50000, MAT_METAL = 18000)
reagents_list = list("plasma" = 120, "napalm" = 240)
reagents_list = list(/datum/reagent/toxin/plasma = 120, /datum/reagent/napalm = 240)
build_path = /obj/item/ammo_box/magazine/m10mm/fire
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
@@ -25,7 +25,7 @@
id = "10mmhp"
build_type = PROTOLATHE
materials = list(MAT_METAL = 40000, MAT_GLASS = 50000)
reagents_list = list("sonic_powder" = 280)
reagents_list = list(/datum/reagent/sonic_powder = 280)
build_path = /obj/item/ammo_box/magazine/m10mm/hp
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
@@ -43,7 +43,7 @@ obj/item/gun/energy/e_gun/cx/AltClick(mob/living/user)
body_color = sanitize_hexcolor(body_color_input, desired_format=6, include_crunch=1)
update_icon()
obj/item/gun/energy/e_gun/cx/worn_overlays(isinhands, icon_file)
obj/item/gun/energy/e_gun/cx/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(isinhands)
var/mutable_appearance/body_inhand = mutable_appearance(icon_file, "cxe_body")
@@ -99,7 +99,7 @@
. = ..()
. += "<span class='notice'>Alt-click to change firing modes.</span>"
/obj/item/gun/energy/pumpaction/worn_overlays(isinhands, icon_file) //ammo counter for inhands
/obj/item/gun/energy/pumpaction/worn_overlays(isinhands, icon_file, style_flags = NONE) //ammo counter for inhands
. = ..()
var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
@@ -131,7 +131,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
/datum/reagent/fermi/enthrall
name = "MKUltra"
id = "enthrall"
description = "A forbidden deep red mixture that increases a person's succeptability to another's words. When taken by the creator, it will enhance the draw of their voice to those affected by it."
color = "#660015" // rgb: , 0, 255
taste_description = "synthetic chocolate, a base tone of alcohol, and high notes of roses"
@@ -149,7 +148,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
/datum/reagent/fermi/enthrall/test
name = "MKUltraTest"
id = "enthrallTest"
description = "A forbidden deep red mixture that makes you like Fermis a little too much. Unobtainable and due to be removed from the wiki."
data = list("creatorID" = "honkatonkbramblesnatch", "creatorGender" = "Mistress", "creatorName" = "Fermis Yakumo")
creatorID = "honkatonkbramblesnatch"//ckey
@@ -158,7 +156,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
purity = 1
/datum/reagent/fermi/enthrall/test/on_new()
id = "enthrall"
..()
creator = get_mob_by_key(creatorID)
@@ -171,7 +168,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
/datum/reagent/fermi/enthrall/on_mob_add(mob/living/carbon/M)
. = ..()
if(M.client?.prefs.cit_toggles & NEVER_HYPNO) // Just in case people are opting out of this
holder.remove_reagent(id, 10000000)
holder.del_reagent(type)
return
if(!ishuman(M))//Just to make sure screwy stuff doesn't happen.
return
@@ -221,7 +218,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
if(LAZYLEN(seen))
return
M.reagents.remove_reagent(id, volume)
M.reagents.del_reagent(type)
FallInLove(M, pick(seen))
return
@@ -230,7 +227,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
if(M.has_status_effect(STATUS_EFFECT_INLOVE))
return
if((C in viewers(7, get_turf(M))) && (C.client))
M.reagents.remove_reagent(id, volume)
M.reagents.del_reagent(type)
FallInLove(C, M)
return
if (M.ckey == creatorID && creatorName == M.real_name)//If you yourself drink it, it supresses the vocal effects, for stealth. NEVERMIND ADD THIS LATER I CAN'T GET IT TO WORK
@@ -282,7 +279,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
//Creates a gas cloud when the reaction blows up, causing everyone in it to fall in love with someone/something while it's in their system.
/datum/reagent/fermi/enthrallExplo//Created in a gas cloud when it explodes
name = "Gaseous MKUltra"
id = "enthrallExplo"
description = "A forbidden deep red gas that overwhelms a foreign body, causing the person they next lay their eyes on to become more interesting. Studies have shown that people are 66% more likely to make friends with this in the air. Produced when MKUltra explodes."
color = "#2C051A" // rgb: , 0, 255
metabolization_rate = 0.1
@@ -312,8 +308,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Times people have bonded")
else
if(get_dist(M, love) < 8)
if(HAS_TRAIT(M, TRAIT_NYMPHO)) //Add this back when merged/updated.
M.adjustArousalLoss(5)
var/message = "[(lewd?"I'm next to my crush..! Eee!":"I'm making friends with [love]!")]"
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "InLove", /datum/mood_event/InLove, message)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "MissingLove")
@@ -39,7 +39,6 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
//Clone serum #chemClone
/datum/reagent/fermi/SDGF //vars, mostly only care about keeping track if there's a player in the clone or not.
name = "synthetic-derived growth factor"
id = "SDGF"
description = "A rapidly diving mass of Embryonic stem cells. These cells are missing a nucleus and quickly replicate a hosts DNA before growing to form an almost perfect clone of the host. In some cases neural replication takes longer, though the underlying reason underneath has yet to be determined."
color = "#a502e0" // rgb: 96, 0, 255
var/playerClone = FALSE
@@ -49,9 +48,9 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
var/list/candies = list()
var/pollStarted = FALSE
var/startHunger
impure_chem = "SDGFtox"
impure_chem = /datum/reagent/impure/SDGFtox
inverse_chem_val = 0.5
inverse_chem = "SDZF"
inverse_chem = /datum/reagent/impure/SDZF
can_synth = TRUE
@@ -122,8 +121,8 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
SM.nutrition = startHunger/2
//Transfer remaining reagent to clone. I think around 30u will make a healthy clone, otherwise they'll have clone damage, blood loss, brain damage and hunger.
SM.reagents.add_reagent("SDGFheal", volume)
M.reagents.remove_reagent(id, volume)
SM.reagents.add_reagent(/datum/reagent/fermi/SDGFheal, volume)
M.reagents.remove_reagent(type, volume)
log_game("FERMICHEM: [volume]u of SDGFheal has been transferred to the clone")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Sentient clones made")
return ..()
@@ -141,7 +140,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.adjustBruteLoss(-1, 0)
M.adjustFireLoss(-1, 0)
M.heal_bodypart_damage(1,1)
M.reagents.remove_reagent(id, 1)//faster rate of loss.
M.reagents.remove_reagent(type, 1)//faster rate of loss.
else //If there's no ghosts, but they've made a large amount, then proceed to make flavourful clone, where you become fat and useless until you split.
switch(current_cycle)
if(21)
@@ -185,7 +184,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
log_game("FERMICHEM: [M] ckey: [M.key] has created a mindless clone of themselves")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Braindead clones made")
if(87 to INFINITY)
M.reagents.remove_reagent(id, volume)//removes SGDF on completion. Has to do it this way because of how i've coded it. If some madlab gets over 1k of SDGF, they can have the clone healing.
M.reagents.remove_reagent(type, volume)//removes SGDF on completion. Has to do it this way because of how i've coded it. If some madlab gets over 1k of SDGF, they can have the clone healing.
..()
@@ -265,18 +264,17 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
SM.set_species(mutation)
//Transfer remaining reagent to clone. I think around 30u will make a healthy clone, otherwise they'll have clone damage, blood loss, brain damage and hunger.
SM.reagents.add_reagent("SDGFheal", volume)
M.reagents.remove_reagent(id, volume)
SM.reagents.add_reagent(/datum/reagent/fermi/SDGFheal, volume)
log_combat(M, M, "SDGF clone-vived", src)
M.reagents.del_reagent(type)
SM.updatehealth()
SM.emote("gasp")
log_combat(M, M, "SDGF clone-vived", src)
return
..()
//Unobtainable, used in clone spawn.
/datum/reagent/fermi/SDGFheal
name = "synthetic-derived healing factor"
id = "SDGFheal"
description = "Leftover SDGF is transferred into the resulting clone, which quickly heals up the stresses from suddenly splitting. Restores blood, nutrition, and repaires brain and clone damage quickly. Only obtainable from using excess SDGF, and only enters the cloned body."
metabolization_rate = 0.8
can_synth = FALSE
@@ -292,7 +290,6 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
//Unobtainable, used if SDGF is impure but not too impure
/datum/reagent/impure/SDGFtox
name = "Synthetic-derived apoptosis factor"
id = "SDGFtox"
description = "Impure synthetic-derived growth factor causes certain cells to undergo cell death, causing clone damage, and damaging blood cells."//i.e. tell me please, figure it's a good way to get pinged for bugfixes.
metabolization_rate = 1
can_synth = FALSE
@@ -305,7 +302,6 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
//Fail state of SDGF
/datum/reagent/impure/SDZF
name = "synthetic-derived zombie factor"
id = "SDZF"
description = "A horribly peverse mass of Embryonic stem cells made real by the hands of a failed chemist. Emulates normal synthetic-derived growth factor, but produces a hostile zombie at the end of it."
color = "#a502e0" // rgb: 96, 0, 255
metabolization_rate = 0.2 * REAGENTS_METABOLISM
@@ -338,7 +334,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.adjustToxLoss(1, 0)// the warning!
if(86)//mean clone time!
if (!M.reagents.has_reagent("pen_acid"))//Counterplay is pent.)
if (!M.reagents.has_reagent(/datum/reagent/medicine/pen_acid))//Counterplay is pent.)
message_admins("(non-infectious) SDZF: Zombie spawned at [M] [COORD(M)]!")
M.nutrition = startHunger - 500//YOU BEST BE RUNNING AWAY AFTER THIS YOU BADDIE
M.next_move_modifier = 1
@@ -352,7 +348,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
ZI.name = M.real_name
ZI.desc = "[M]'s clone, gone horribly wrong."
log_game("FERMICHEM: [M] ckey: [M.key]'s clone has become a horrifying zombie instead")
M.reagents.remove_reagent(id, 20)
M.reagents.remove_reagent(type, 20)
else//easier to deal with
to_chat(M, "<span class='notice'>The pentetic acid seems to have stopped the decay for now, clumping up the cells into a horrifying tumour!</span>")
@@ -362,12 +358,12 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
S.name = "Living teratoma"
S.real_name = "Living teratoma"//horrifying!!
S.rabid = 1//Make them an angery boi
M.reagents.remove_reagent(id, volume)
M.reagents.remove_reagent(type, volume)
to_chat(M, "<span class='warning'>A large glob of the tumour suddenly splits itself from your body. You feel grossed out and slimey...</span>")
log_game("FERMICHEM: [M] ckey: [M.key]'s clone has become a horrifying teratoma instead")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Zombie clones made!")
if(87 to INFINITY)
M.adjustToxLoss(2, 0)
M.reagents.remove_reagent(id, 1)
M.reagents.remove_reagent(type, 1)
..()
@@ -15,7 +15,6 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
/datum/reagent/fermi/astral // Gives you the ability to astral project for a moment!
name = "Astrogen"
id = "astral"
description = "An opalescent murky liquid that is said to distort your soul from your being."
color = "#A080H4" // rgb: , 0, 255
taste_description = "your mind"
@@ -41,7 +40,7 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if(origin.mind && origin.mind != originalmind)
to_chat(originalmind.current, "<span class='warning'><b><i>There's a foreign presence in your body blocking your return!</b></i></span>")
return ..()
if(origin.reagents.has_reagent("astral") )
if(origin.reagents.has_reagent(/datum/reagent/fermi/astral) )
var/datum/reagent/fermi/astral/As = locate(/datum/reagent/fermi/astral) in origin.reagents.reagent_list
if(As.current_cycle < 10)
to_chat(originalmind.current, "<span class='warning'><b><i>The intensity of the astrogen in your body is too much allow you to return to yourself yet!</b></i></span>")
@@ -90,7 +89,7 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if(prob(50))
to_chat(G, "<span class='warning'>The high conentration of Astrogen in your blood causes you to lapse your concentration for a moment, bringing your projection back to yourself!</b></span>")
do_teleport(G, M.loc)
M.reagents.remove_reagent(id, current_cycle/10, FALSE)//exponent
metabolization_rate = current_cycle/10 //exponential
sleepytime+=5
if(G)//This is a mess because of how slow qdel is, so this is all to stop runtimes.
if(G.mind)
@@ -11,7 +11,6 @@
/datum/reagent/fermi/eigenstate
name = "Eigenstasium"
id = "eigenstate"
description = "A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient"
taste_description = "wiggly cosmic dust."
color = "#5020F4" // rgb: 50, 20, 255
@@ -69,7 +68,7 @@
/datum/reagent/fermi/eigenstate/on_mob_delete(mob/living/M) //returns back to original location
do_sparks(5,FALSE,M)
to_chat(M, "<span class='userdanger'>You feel your wavefunction collapse!</span>")
if(!M.reagents.has_reagent("stabilizing_agent"))
if(!M.reagents.has_reagent(/datum/reagent/stabilizing_agent))
do_teleport(M, location_return, 0, asoundin = 'sound/effects/phasein.ogg') //Teleports home
do_sparks(5,FALSE,M)
qdel(Eigenstate)
@@ -169,7 +168,7 @@
if(prob(20))
do_sparks(5,FALSE,M)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "[id]_overdose")//holdover until above fix works
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "[type]_overdose")//holdover until above fix works
..()
/datum/reagent/fermi/eigenstate/reaction_turf(turf/T, reac_volume)
@@ -20,15 +20,14 @@
/datum/reagent/fermi/breast_enlarger
name = "Succubus milk"
id = "breast_enlarger"
description = "A volatile collodial mixture derived from milk that encourages mammary production via a potent estrogen mix."
color = "#E60584" // rgb: 96, 0, 255
taste_description = "a milky ice cream like flavour."
overdose_threshold = 17
metabolization_rate = 0.25
impure_chem = "BEsmaller" //If you make an inpure chem, it stalls growth
impure_chem = /datum/reagent/fermi/BEsmaller //If you make an inpure chem, it stalls growth
inverse_chem_val = 0.35
inverse_chem = "BEsmaller" //At really impure vols, it just becomes 100% inverse
inverse_chem = /datum/reagent/fermi/BEsmaller //At really impure vols, it just becomes 100% inverse
can_synth = FALSE
var/message_spam = FALSE
@@ -44,7 +43,7 @@
M.DefaultCombatKnockdown(50)
M.Stun(50)
B.throw_at(T2, 8, 1)
M.reagents.remove_reagent(id, volume)
M.reagents.del_reagent(type)
return
var/mob/living/carbon/human/H = M
if(!H.getorganslot(ORGAN_SLOT_BREASTS) && H.emergent_genital_call())
@@ -78,7 +77,7 @@
B.cached_size = 0
B.prev_size = 0
to_chat(H, "<span class='warning'>Your chest feels warm, tingling with newfound sensitivity.</b></span>")
H.reagents.remove_reagent(id, 5)
H.reagents.remove_reagent(type, 5)
B.Insert(H)
//If they have them, increase size. If size is comically big, limit movement and rip clothes.
@@ -122,7 +121,6 @@
/datum/reagent/fermi/BEsmaller
name = "Modesty milk"
id = "BEsmaller"
description = "A volatile collodial mixture derived from milk that encourages mammary reduction via a potent estrogen mix. Produced by reacting impure Succubus milk."
color = "#E60584" // rgb: 96, 0, 255
taste_description = "a milky ice cream like flavour."
@@ -140,7 +138,6 @@
/datum/reagent/fermi/BEsmaller_hypo
name = "Rectify milk" //Rectify
id = "BEsmaller_hypo"
color = "#E60584"
taste_description = "a milky ice cream like flavour."
metabolization_rate = 0.25
@@ -179,15 +176,14 @@
//Since someone else made this in the time it took me to PR it, I merged them.
/datum/reagent/fermi/penis_enlarger // Due to popular demand...!
name = "Incubus draft"
id = "penis_enlarger"
description = "A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman's package via a potent testosterone mix, formula derived from a collaboration from Fermichem and Doctor Ronald Hyatt, who is well known for his phallus palace." //The toxic masculinity thing is a joke because I thought it would be funny to include it in the reagents, but I don't think many would find it funny? dumb
color = "#888888" // This is greyish..?
taste_description = "chinese dragon powder"
overdose_threshold = 17 //ODing makes you male and removes female genitals
metabolization_rate = 0.5
impure_chem = "PEsmaller" //If you make an inpure chem, it stalls growth
impure_chem = /datum/reagent/fermi/PEsmaller //If you make an inpure chem, it stalls growth
inverse_chem_val = 0.35
inverse_chem = "PEsmaller" //At really impure vols, it just becomes 100% inverse and shrinks instead.
inverse_chem = /datum/reagent/fermi/PEsmaller //At really impure vols, it just becomes 100% inverse and shrinks instead.
can_synth = FALSE
var/message_spam = FALSE
@@ -203,7 +199,7 @@
M.DefaultCombatKnockdown(50)
M.Stun(50)
P.throw_at(T2, 8, 1)
M.reagents.remove_reagent(id, volume)
M.reagents.del_reagent(type)
return
var/mob/living/carbon/human/H = M
if(!H.getorganslot(ORGAN_SLOT_PENIS) && H.emergent_genital_call())
@@ -228,7 +224,7 @@
P.length = 1
to_chat(H, "<span class='warning'>Your groin feels warm, as you feel a newly forming bulge down below.</b></span>")
P.prev_length = 1
H.reagents.remove_reagent(id, 5)
H.reagents.remove_reagent(type, 5)
P.Insert(H)
P.modify_size(0.1)
@@ -271,7 +267,6 @@
/datum/reagent/fermi/PEsmaller // Due to cozmo's request...!
name = "Chastity draft"
id = "PEsmaller"
description = "A volatile collodial mixture derived from various masculine solutions that encourages a smaller gentleman's package via a potent testosterone mix. Produced by reacting impure Incubus draft."
color = "#888888" // This is greyish..?
taste_description = "chinese dragon powder"
@@ -293,7 +288,6 @@
/datum/reagent/fermi/PEsmaller_hypo
name = "Rectify draft"
id = "PEsmaller_hypo"
color = "#888888" // This is greyish..?
taste_description = "chinese dragon powder"
description = "A medicine used to treat organomegaly in a patient's penis."
@@ -3,13 +3,12 @@
/datum/reagent/fermi
name = "Fermi" //This should never exist, but it does so that it can exist in the case of errors..
id = "fermi"
taste_description = "affection and love!"
can_synth = FALSE
value = 20
impure_chem = "fermiTox"// What chemical is metabolised with an inpure reaction
impure_chem = /datum/reagent/impure/fermiTox // What chemical is metabolised with an inpure reaction
inverse_chem_val = 0.25 // If the impurity is below 0.5, replace ALL of the chem with inverse_chemupon metabolising
inverse_chem = "fermiTox"
inverse_chem = /datum/reagent/impure/fermiTox
//This should process fermichems to find out how pure they are and what effect to do.
@@ -32,7 +31,6 @@
/datum/reagent/fermi/hatmium //for hatterhat
name = "Hat growth serium"
id = "hatmium"
description = "A strange substance that draws in a hat from the hat dimention."
color = "#7c311a" // rgb: , 0, 255
taste_description = "like jerky, whiskey and an off aftertaste of a crypt."
@@ -80,7 +78,6 @@
/datum/reagent/fermi/furranium
name = "Furranium"
id = "furranium"
description = "OwO whats this?"
color = "#f9b9bc" // rgb: , 0, 255
taste_description = "dewicious degenyewacy"
@@ -170,13 +167,12 @@
/datum/reagent/fermi/nanite_b_gone
name = "Nanite bane"
id = "nanite_b_gone"
description = "A stablised EMP that is highly volatile, shocking small nano machines that will kill them off at a rapid rate in a patient's system."
color = "#708f8f"
overdose_threshold = 15
impure_chem = "nanite_b_goneTox" //If you make an inpure chem, it stalls growth
impure_chem = /datum/reagent/fermi/nanite_b_goneTox //If you make an inpure chem, it stalls growth
inverse_chem_val = 0.25
inverse_chem = "nanite_b_goneTox" //At really impure vols, it just becomes 100% inverse
inverse_chem = /datum/reagent/fermi/nanite_b_goneTox //At really impure vols, it just becomes 100% inverse
taste_description = "what can only be described as licking a battery."
pH = 9
value = 90
@@ -214,7 +210,6 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
/datum/reagent/fermi/nanite_b_goneTox
name = "Electromagnetic crystals"
id = "nanite_b_goneTox"
description = "Causes items upon the patient to sometimes short out, as well as causing a shock in the patient, if the residual charge between the crystals builds up to sufficient quantities"
metabolization_rate = 0.5
chemical_flags = REAGENT_INVISIBLE
@@ -237,7 +232,6 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
/datum/reagent/fermi/fermiAcid
name = "Acid vapour"
id = "fermiAcid"
description = "Someone didn't do like an otter, and add acid to water."
taste_description = "acid burns, ow"
color = "#FFFFFF"
@@ -280,7 +274,6 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
/datum/reagent/fermi/fermiTest
name = "Fermis Test Reagent"
id = "fermiTest"
description = "You should be really careful with this...! Also, how did you get this?"
chemical_flags = REAGENT_FORCEONNEW
can_synth = FALSE
@@ -290,7 +283,7 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
if(LAZYLEN(holder.reagent_list) == 1)
return
else
holder.remove_reagent("fermiTest", volume)//Avoiding recurrsion
holder.del_reagent(type)//Avoiding recurrsion
var/location = get_turf(holder.my_atom)
if(cached_purity < 0.34 || cached_purity == 1)
var/datum/effect_system/foam_spread/s = new()
@@ -303,10 +296,10 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
if(cached_purity >= 0.67)
for (var/datum/reagent/reagent in holder.reagent_list)
if (istype(reagent, /datum/reagent/fermi))
var/datum/chemical_reaction/fermi/Ferm = GLOB.chemical_reagents_list[reagent.id]
var/datum/chemical_reaction/fermi/Ferm = GLOB.chemical_reagents_list[reagent.type]
Ferm.FermiExplode(src, holder.my_atom, holder, holder.total_volume, holder.chem_temp, holder.pH)
else
var/datum/chemical_reaction/Ferm = GLOB.chemical_reagents_list[reagent.id]
var/datum/chemical_reaction/Ferm = GLOB.chemical_reagents_list[reagent.type]
Ferm.on_reaction(holder, reagent.volume)
for(var/mob/M in viewers(8, location))
to_chat(M, "<span class='danger'>The solution reacts dramatically, with a meow!</span>")
@@ -315,7 +308,6 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
/datum/reagent/fermi/acidic_buffer
name = "Acidic buffer"
id = "acidic_buffer"
description = "This reagent will consume itself and move the pH of a beaker towards acidity when added to another."
color = "#fbc314"
pH = 0
@@ -323,7 +315,7 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
//Consumes self on addition and shifts pH
/datum/reagent/fermi/acidic_buffer/on_new(datapH)
if(holder.has_reagent("stabilizing_agent"))
if(holder.has_reagent(/datum/reagent/stabilizing_agent))
return ..()
data = datapH
if(LAZYLEN(holder.reagent_list) == 1)
@@ -333,19 +325,18 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
for(var/mob/M in seen)
to_chat(M, "<span class='warning'>The beaker fizzes as the pH changes!</b></span>")
playsound(get_turf(holder.my_atom), 'sound/FermiChem/bufferadd.ogg', 50, 1)
holder.remove_reagent(id, volume, ignore_pH = TRUE)
holder.remove_reagent(type, volume, ignore_pH = TRUE)
..()
/datum/reagent/fermi/basic_buffer
name = "Basic buffer"
id = "basic_buffer"
description = "This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another."
color = "#3853a4"
pH = 14
can_synth = TRUE
/datum/reagent/fermi/basic_buffer/on_new(datapH)
if(holder.has_reagent("stabilizing_agent"))
if(holder.has_reagent(/datum/reagent/stabilizing_agent))
return ..()
data = datapH
if(LAZYLEN(holder.reagent_list) == 1)
@@ -355,14 +346,13 @@ datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
for(var/mob/M in seen)
to_chat(M, "<span class='warning'>The beaker froths as the pH changes!</b></span>")
playsound(get_turf(holder.my_atom), 'sound/FermiChem/bufferadd.ogg', 50, 1)
holder.remove_reagent(id, volume, ignore_pH = TRUE)
holder.remove_reagent(type, volume, ignore_pH = TRUE)
..()
//Turns you into a cute catto while it's in your system.
//If you manage to gamble perfectly, makes you have cat ears after you transform back. But really, you shouldn't end up with that with how random it is.
/datum/reagent/fermi/secretcatchem //Should I hide this from code divers? A secret cit chem?
name = "secretcatchem" //an attempt at hiding it
id = "secretcatchem"
description = "An illegal and hidden chem that turns people into cats. It's said that it's so rare and unstable that having it means you've been blessed. If used on someone in crit, it will turn them into a cat permanently, until the cat is killed."
taste_description = "hairballs and cream"
color = "#ffc224"
@@ -1,14 +1,13 @@
/datum/reagent/fermi/yamerol
name = "Yamerol"
id = "yamerol"
description = "For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!"
taste_description = "a weird, syrupy flavour, yamero"
color = "#68e83a"
pH = 8.6
overdose_threshold = 35
impure_chem = "yamerol_tox"
impure_chem = /datum/reagent/impure/yamerol_tox
inverse_chem_val = 0.4
inverse_chem = "yamerol_tox"
inverse_chem = /datum/reagent/impure/yamerol_tox
can_synth = TRUE
/datum/reagent/fermi/yamerol/on_mob_life(mob/living/carbon/C)
@@ -34,7 +33,7 @@
qdel(T)
nT.Insert(C)
to_chat(C, "<span class='notice'>You feel your tongue.... unfluffify...?</span>")
holder.remove_reagent(src.id, "10")
holder.remove_reagent(type, 10)
..()
/datum/reagent/fermi/yamerol/overdose_process(mob/living/carbon/C)
@@ -50,7 +49,7 @@
T = new()
T.Insert(C)
to_chat(C, "<span class='notice'>You feel your tongue reform in your mouth.</span>")
holder.remove_reagent(src.id, "10")
holder.remove_reagent(type, 10)
else
if((oT.name == "fluffy tongue") && (purity == 1))
var/obj/item/organ/tongue/T
@@ -62,19 +61,18 @@
qdel(oT)
T.Insert(C)
to_chat(C, "<span class='notice'>You feel your tongue.... unfluffify...?</span>")
holder.remove_reagent(src.id, "10")
holder.remove_reagent(type, 10)
if(!C.getorganslot(ORGAN_SLOT_LUNGS))
var/obj/item/organ/lungs/yamerol/L = new()
L.Insert(C)
to_chat(C, "<span class='notice'>You feel the yamerol merge in your chest.</span>")
holder.remove_reagent(src.id, "10")
holder.remove_reagent(type, 10)
C.adjustOxyLoss(-3)
..()
/datum/reagent/impure/yamerol_tox
name = "Yamer oh no"
id = "yamerol_tox"
description = "A dangerous, cloying toxin that stucks to a patients respiratory system, damaging their tongue, lungs and causing suffocation."
taste_description = "a weird, syrupy flavour, yamero"
color = "#68e83a"
@@ -96,7 +94,6 @@
/datum/reagent/synthtissue
name = "Synthtissue"
id = "synthtissue"
description = "Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties."
pH = 7.6
metabolization_rate = 0.05 //Give them time to graft
@@ -143,7 +140,7 @@
if(data["grown_volume"] > 175) //I don't think this is even possible, but damn to I want to see if someone can (bare in mind it takes 2s to grow 0.05u)
if(volume >= 14)
if(C.regenerate_organs(only_one = TRUE))
C.reagents.remove_reagent(id, 15)
C.reagents.remove_reagent(type, 15)
to_chat(C, "<span class='notice'>You feel something reform inside of you!</span>")
data["injected_vol"] -= metabolization_rate
@@ -1,6 +1,5 @@
/datum/reagent/syndicateadrenals
name = "Syndicate Adrenaline"
id = "syndicateadrenals"
description = "Regenerates your stamina and increases your reaction time."
color = "#E62111"
overdose_threshold = 6
@@ -9,19 +9,19 @@
/datum/chemical_reaction/proc/FermiFinish(datum/reagents/holder, var/atom/my_atom, reactVol)
if(clear_conversion == REACTION_CLEAR_IMPURE | REACTION_CLEAR_INVERSE)
for(var/id in results)
var/datum/reagent/R = my_atom.reagents.has_reagent("[id]")
var/datum/reagent/R = my_atom.reagents.has_reagent(id)
if(R.purity == 1)
continue
var/cached_volume = R.volume
if(clear_conversion == REACTION_CLEAR_INVERSE && R.inverse_chem)
if(R.inverse_chem_val > R.purity)
my_atom.reagents.remove_reagent(R.id, cached_volume, FALSE)
my_atom.reagents.remove_reagent(R.type, cached_volume, FALSE)
my_atom.reagents.add_reagent(R.inverse_chem, cached_volume, FALSE, other_purity = 1)
else if (clear_conversion == REACTION_CLEAR_IMPURE && R.impure_chem)
var/impureVol = cached_volume * (1 - R.purity)
my_atom.reagents.remove_reagent(R.id, (impureVol), FALSE)
my_atom.reagents.remove_reagent(R.type, (impureVol), FALSE)
my_atom.reagents.add_reagent(R.impure_chem, impureVol, FALSE, other_purity = 1)
R.cached_purity = R.purity
R.purity = 1
@@ -76,14 +76,15 @@
var/datum/effect_system/smoke_spread/chem/s = new()
R.my_atom = my_atom //Give the gas a fingerprint
for (var/datum/reagent/reagent in R0.reagent_list) //make gas for reagents, has to be done this way, otherwise it never stops Exploding
R.add_reagent(reagent.id, reagent.volume/3) //Seems fine? I think I fixed the infinite explosion bug.
for (var/A in R0.reagent_list) //make gas for reagents, has to be done this way, otherwise it never stops Exploding
var/datum/reagent/R2 = A
R.add_reagent(R2.type, R2.volume/3) //Seems fine? I think I fixed the infinite explosion bug.
if (reagent.purity < 0.6)
ImpureTot = (ImpureTot + (1-reagent.purity)) / 2
if (R2.purity < 0.6)
ImpureTot = (ImpureTot + (1-R2.purity)) / 2
if(pH < 4) //if acidic, make acid spray
R.add_reagent("fermiAcid", (volume/3))
R.add_reagent(/datum/reagent/impure/fermiTox, (volume/3))
if(R.reagent_list)
s.set_up(R, (volume/5), my_atom)
s.start()
@@ -103,9 +104,9 @@
/datum/chemical_reaction/fermi/eigenstate
name = "Eigenstasium"
id = "eigenstate"
results = list("eigenstate" = 1)
required_reagents = list("bluespace" = 1, "stable_plasma" = 1, "sugar" = 1)
id = /datum/reagent/fermi/eigenstate
results = list(/datum/reagent/fermi/eigenstate = 1)
required_reagents = list(/datum/reagent/bluespace = 1, /datum/reagent/stable_plasma = 1, /datum/reagent/consumable/caramel = 1)
mix_message = "the reaction zaps suddenly!"
//FermiChem vars:
OptimalTempMin = 350 // Lower area of bell curve for determining heat based rate reactions
@@ -137,9 +138,9 @@
//serum
/datum/chemical_reaction/fermi/SDGF
name = "Synthetic-derived growth factor"
id = "SDGF"
results = list("SDGF" = 3)
required_reagents = list("stable_plasma" = 1.5, "clonexadone" = 1.5, "uranium" = 1.5, "synthflesh" = 1.5)
id = /datum/reagent/fermi/SDGF
results = list(/datum/reagent/fermi/SDGF = 3)
required_reagents = list(/datum/reagent/stable_plasma = 1.5, /datum/reagent/medicine/clonexadone = 1.5, /datum/reagent/uranium = 1.5, /datum/reagent/medicine/synthflesh = 1.5)
mix_message = "the reaction gives off a blorble!"
required_temp = 1
//FermiChem vars:
@@ -178,9 +179,9 @@
/datum/chemical_reaction/fermi/breast_enlarger
name = "Sucubus milk"
id = "breast_enlarger"
results = list("breast_enlarger" = 8)
required_reagents = list("salglu_solution" = 1, "milk" = 1, "synthflesh" = 2, "silicon" = 3, "aphro" = 3)
id = /datum/reagent/fermi/breast_enlarger
results = list(/datum/reagent/fermi/breast_enlarger = 8)
required_reagents = list(/datum/reagent/medicine/salglu_solution = 1, /datum/reagent/consumable/milk = 1, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/silicon = 3, /datum/reagent/drug/aphrodisiac = 3)
mix_message = "the reaction gives off a mist of milk."
//FermiChem vars:
OptimalTempMin = 200
@@ -203,8 +204,8 @@
var/datum/reagent/fermi/breast_enlarger/BE = locate(/datum/reagent/fermi/breast_enlarger) in my_atom.reagents.reagent_list
var/cached_volume = BE.volume
if(BE.purity < 0.35)
holder.remove_reagent(src.id, cached_volume)
holder.add_reagent("BEsmaller", cached_volume)
holder.remove_reagent(type, cached_volume)
holder.add_reagent(/datum/reagent/fermi/BEsmaller, cached_volume)
/datum/chemical_reaction/fermi/breast_enlarger/FermiExplode(datum/reagents, var/atom/my_atom, volume, temp, pH)
@@ -218,9 +219,9 @@
/datum/chemical_reaction/fermi/penis_enlarger
name = "Incubus draft"
id = "penis_enlarger"
results = list("penis_enlarger" = 8)
required_reagents = list("blood" = 5, "synthflesh" = 2, "carbon" = 2, "aphro" = 2, "salglu_solution" = 1)
id = /datum/reagent/fermi/penis_enlarger
results = list(/datum/reagent/fermi/penis_enlarger = 8)
required_reagents = list(/datum/reagent/blood = 5, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/carbon = 2, /datum/reagent/drug/aphrodisiac = 2, /datum/reagent/medicine/salglu_solution = 1)
mix_message = "the reaction gives off a spicy mist."
//FermiChem vars:
OptimalTempMin = 200
@@ -252,14 +253,14 @@
var/datum/reagent/fermi/penis_enlarger/PE = locate(/datum/reagent/fermi/penis_enlarger) in my_atom.reagents.reagent_list
var/cached_volume = PE.volume
if(PE.purity < 0.35)
holder.remove_reagent(src.id, cached_volume)
holder.add_reagent("PEsmaller", cached_volume)
holder.remove_reagent(type, cached_volume)
holder.add_reagent(/datum/reagent/fermi/PEsmaller, cached_volume)
/datum/chemical_reaction/fermi/astral
name = "Astrogen"
id = "astral"
results = list("astral" = 5)
required_reagents = list("eigenstate" = 1, "plasma" = 3, "synaptizine" = 1, "aluminium" = 5)
id = /datum/reagent/fermi/astral
results = list(/datum/reagent/fermi/astral = 5)
required_reagents = list(/datum/reagent/fermi/eigenstate = 1, /datum/reagent/toxin/plasma = 3, /datum/reagent/medicine/synaptizine = 1, /datum/reagent/aluminium = 5)
//FermiChem vars:
OptimalTempMin = 700
OptimalTempMax = 800
@@ -278,12 +279,12 @@
PurityMin = 0.25
/datum/chemical_reaction/fermi/enthrall/ //check this
/datum/chemical_reaction/fermi/enthrall //check this
name = "MKUltra"
id = "enthrall"
results = list("enthrall" = 5)
required_reagents = list("cocoa" = 1, "bluespace" = 1, "mindbreaker" = 1, "psicodine" = 1, "happiness" = 1)
required_catalysts = list("blood" = 1)
id = /datum/reagent/fermi/enthrall
results = list(/datum/reagent/fermi/enthrall = 5)
required_reagents = list(/datum/reagent/consumable/coco = 1, /datum/reagent/bluespace = 1, /datum/reagent/toxin/mindbreaker = 1, /datum/reagent/medicine/psicodine = 1, /datum/reagent/drug/happiness = 1)
required_catalysts = list(/datum/reagent/blood = 1)
mix_message = "the reaction gives off a burgundy plume of smoke!"
//FermiChem vars:
OptimalTempMin = 780
@@ -325,7 +326,8 @@
//So slimes can play too.
/datum/chemical_reaction/fermi/enthrall/slime
required_catalysts = list("jellyblood" = 1)
id = "enthrall2"
required_catalysts = list(/datum/reagent/blood/jellyblood = 1)
/datum/chemical_reaction/fermi/enthrall/slime/FermiFinish(datum/reagents/holder, var/atom/my_atom)
var/datum/reagent/blood/jellyblood/B = locate(/datum/reagent/blood/jellyblood) in my_atom.reagents.reagent_list//The one line change.
@@ -350,16 +352,16 @@
var/turf/T = get_turf(my_atom)
var/datum/reagents/R = new/datum/reagents(1000)
var/datum/effect_system/smoke_spread/chem/s = new()
R.add_reagent("enthrallExplo", volume)
R.add_reagent(/datum/reagent/fermi/enthrallExplo, volume)
s.set_up(R, volume/2, T)
s.start()
my_atom.reagents.clear_reagents()
/datum/chemical_reaction/fermi/hatmium // done
name = "Hat growth serum"
id = "hatmium"
results = list("hatmium" = 5)
required_reagents = list("ethanol" = 1, "nutriment" = 3, "cooking_oil" = 2, "iron" = 1, "gold" = 3)
id = /datum/reagent/fermi/hatmium
results = list(/datum/reagent/fermi/hatmium = 5)
required_reagents = list(/datum/reagent/consumable/ethanol = 1, /datum/reagent/consumable/nutriment = 3, /datum/reagent/consumable/cooking_oil = 2, /datum/reagent/iron = 1, /datum/reagent/gold = 3)
//mix_message = ""
//FermiChem vars:
OptimalTempMin = 500
@@ -392,9 +394,9 @@
/datum/chemical_reaction/fermi/furranium
name = "Furranium"
id = "furranium"
results = list("furranium" = 5)
required_reagents = list("aphro" = 1, "moonsugar" = 1, "silver" = 2, "salglu_solution" = 1)
id = /datum/reagent/fermi/furranium
results = list(/datum/reagent/fermi/furranium = 5)
required_reagents = list(/datum/reagent/drug/aphrodisiac = 1, /datum/reagent/moonsugar = 1, /datum/reagent/silver = 2, /datum/reagent/medicine/salglu_solution = 1)
mix_message = "You think you can hear a howl come from the beaker."
//FermiChem vars:
OptimalTempMin = 350
@@ -413,7 +415,8 @@
PurityMin = 0.3
/datum/chemical_reaction/fermi/furranium/organic
required_reagents = list("aphro" = 1, "catnip" = 1, "silver" = 2, "salglu_solution" = 1)
id = "furranium_organic"
required_reagents = list(/datum/reagent/drug/aphrodisiac = 1, /datum/reagent/pax/catnip = 1, /datum/reagent/silver = 2, /datum/reagent/medicine/salglu_solution = 1)
//FOR INSTANT REACTIONS - DO NOT MULTIPLY LIMIT BY 10.
//There's a weird rounding error or something ugh.
@@ -421,9 +424,9 @@
//Nano-b-gone
/datum/chemical_reaction/fermi/nanite_b_gone//done test
name = "Naninte bain"
id = "nanite_b_gone"
results = list("nanite_b_gone" = 4)
required_reagents = list("synthflesh" = 1, "uranium" = 1, "iron" = 1, "salglu_solution" = 1)
id = /datum/reagent/fermi/nanite_b_gone
results = list(/datum/reagent/fermi/nanite_b_gone = 4)
required_reagents = list(/datum/reagent/medicine/synthflesh = 1, /datum/reagent/uranium = 1, /datum/reagent/iron = 1, /datum/reagent/medicine/salglu_solution = 1)
mix_message = "the reaction gurgles, encapsulating the reagents in flesh before the emp can be set off."
required_temp = 450//To force fermireactions before EMP.
//FermiChem vars:
@@ -443,9 +446,9 @@
/datum/chemical_reaction/fermi/acidic_buffer//done test
name = "Acetic acid buffer"
id = "acidic_buffer"
results = list("acidic_buffer" = 10) //acetic acid
required_reagents = list("salglu_solution" = 1, "ethanol" = 3, "oxygen" = 3, "water" = 3)
id = /datum/reagent/fermi/acidic_buffer
results = list(/datum/reagent/fermi/acidic_buffer = 10) //acetic acid
required_reagents = list(/datum/reagent/medicine/salglu_solution = 1, /datum/reagent/consumable/ethanol = 3, /datum/reagent/oxygen = 3, /datum/reagent/water = 3)
//FermiChem vars:
OptimalTempMin = 250
OptimalTempMax = 500
@@ -470,10 +473,10 @@
/datum/chemical_reaction/fermi/basic_buffer//done test
name = "Ethyl Ethanoate buffer"
id = "basic_buffer"
results = list("basic_buffer" = 5)
required_reagents = list("lye" = 1, "ethanol" = 2, "water" = 2)
required_catalysts = list("sacid" = 1) //vagely acetic
id = /datum/reagent/fermi/basic_buffer
results = list(/datum/reagent/fermi/basic_buffer = 5)
required_reagents = list(/datum/reagent/lye = 1, /datum/reagent/consumable/ethanol = 2, /datum/reagent/water = 2)
required_catalysts = list(/datum/reagent/toxin/acid = 1) //vagely acetic
//FermiChem vars:
OptimalTempMin = 250
OptimalTempMax = 500
@@ -502,10 +505,10 @@
//ChemReactionVars:
/datum/chemical_reaction/fermi/secretcatchem //DONE
name = "secretcatchem"
id = "secretcatchem"
results = list("secretcatchem" = 5)
required_reagents = list("stable_plasma" = 1, "sugar" = 1, "cream" = 1, "clonexadone" = 1)//Yes this will make a kitty if you don't lucky guess. It'll eat all your reagents too.
required_catalysts = list("SDGF" = 1)
id = /datum/reagent/fermi/secretcatchem
results = list(/datum/reagent/fermi/secretcatchem = 5)
required_reagents = list(/datum/reagent/stable_plasma = 1, /datum/reagent/consumable/caramel = 1, /datum/reagent/consumable/cream = 1, /datum/reagent/medicine/clonexadone = 1)//Yes this will make a kitty if you don't lucky guess. It'll eat all your reagents too.
required_catalysts = list(/datum/reagent/fermi/SDGF = 1)
required_temp = 500
mix_message = "the reaction gives off a meow!"
mix_sound = "modular_citadel/sound/voice/merowr.ogg"
@@ -536,8 +539,8 @@
HIonRelease += (rand(-25, 25)/100)
RateUpLim += (rand(1, 1000)/100)
PurityMin += (rand(-1, 1)/10)
var/additions = list("aluminium", "silver", "gold", "plasma", "silicon", "uranium", "milk")
required_reagents[pick(additions)] = rand(1, 5)//weird
var/picked = pick(/datum/reagent/aluminium, /datum/reagent/silver, /datum/reagent/gold, /datum/reagent/toxin/plasma, /datum/reagent/silicon, /datum/reagent/uranium, /datum/reagent/consumable/milk)
required_reagents[picked] = rand(1, 5)//weird
/datum/chemical_reaction/fermi/secretcatchem/FermiFinish(datum/reagents/holder, var/atom/my_atom)
SSblackbox.record_feedback("tally", "catgirlium")//log
@@ -555,9 +558,9 @@
/datum/chemical_reaction/fermi/yamerol//done test
name = "Yamerol"
id = "yamerol"
results = list("yamerol" = 3)
required_reagents = list("perfluorodecalin" = 1, "salbutamol" = 1, "water" = 1)
id = /datum/reagent/fermi/yamerol
results = list(/datum/reagent/fermi/yamerol = 3)
required_reagents = list(/datum/reagent/medicine/perfluorodecalin = 1, /datum/reagent/medicine/salbutamol = 1, /datum/reagent/water = 1)
//FermiChem vars:
OptimalTempMin = 300
OptimalTempMax = 500
@@ -1,7 +1,6 @@
//body bluids
/datum/reagent/consumable/semen
name = "Semen"
id = "semen"
description = "Sperm from some animal. I bet you'll drink this out of a bucket someday."
taste_description = "something salty"
taste_mult = 2 //Not very overpowering flavor
@@ -45,7 +44,6 @@
/datum/reagent/consumable/femcum
name = "Female Ejaculate"
id = "femcum"
description = "Vaginal lubricant found in most mammals and other animals of similar nature. Where you found this is your own business."
taste_description = "something with a tang" // wew coders who haven't eaten out a girl.
taste_mult = 2
@@ -93,26 +91,28 @@
/datum/reagent/drug/aphrodisiac
name = "Crocin"
id = "aphro"
description = "Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac."
taste_description = "strawberry roofies"
taste_mult = 2 //Hide the roofies in stronger flavors
color = "#FFADFF"//PINK, rgb(255, 173, 255)
/datum/reagent/drug/aphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO))
if(prob(33))
M.adjustArousalLoss(2)
if(prob(5))
if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO))
if((prob(min(current_cycle/2,5))))
M.emote(pick("moan","blush"))
if(prob(5))
if(prob(min(current_cycle/4,10)))
var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
to_chat(M, "<span class='userlove'>[aroused_message]</span>")
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/list/genits = H.adjust_arousal(current_cycle, aphro = TRUE) // redundant but should still be here
for(var/g in genits)
var/obj/item/organ/genital/G = g
to_chat(M, "<span class='userlove'>[G.arousal_verb]!</span>")
..()
/datum/reagent/drug/aphrodisiacplus
name = "Hexacrocin"
id = "aphro+"
description = "Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals.\
Addiction withdrawals can cause brain damage and shortness of breath. Overdosage can lead to brain damage and a \
permanent increase in libido (commonly referred to as 'bimbofication')."
@@ -122,21 +122,26 @@
overdose_threshold = 20
/datum/reagent/drug/aphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO))
if(prob(33))
M.adjustArousalLoss(6)//not quite six times as powerful, but still considerably more powerful.
if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO))
if(prob(5))
if(M.getArousalLoss() > 75)
if(prob(current_cycle))
M.say(pick("Hnnnnngghh...", "Ohh...", "Mmnnn..."))
else
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message
if(M.getArousalLoss() > 90)
if(current_cycle>25)
aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
else
aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
to_chat(M, "<span class='userlove'>[aroused_message]</span>")
REMOVE_TRAIT(M,TRAIT_NEVERBONER,APHRO_TRAIT)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/list/genits = H.adjust_arousal(100, aphro = TRUE) // redundant but should still be here
for(var/g in genits)
var/obj/item/organ/genital/G = g
to_chat(M, "<span class='userlove'>[G.arousal_verb]!</span>")
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage2(mob/living/M)
@@ -154,20 +159,15 @@
..()
/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO) && prob(33))
if(prob(5) && M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
if(prob(5)) //Less spam
to_chat(M, "<span class='love'>Your libido is going haywire!</span>")
if(M.min_arousal < 50)
M.min_arousal += 1
if(M.min_arousal < M.max_arousal)
M.min_arousal += 1
M.adjustArousalLoss(2)
if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO) && prob(33))
if(prob(5) && ishuman(M) && M.has_dna() && (M.client?.prefs.cit_toggles & BIMBOFICATION))
if(!HAS_TRAIT(M,TRAIT_PERMABONER))
to_chat(M, "<span class='userlove'>Your libido is going haywire!</span>")
ADD_TRAIT(M,TRAIT_PERMABONER,APHRO_TRAIT)
..()
/datum/reagent/drug/anaphrodisiac
name = "Camphor"
id = "anaphro"
description = "Naturally found in some species of evergreen trees, camphor is a waxy substance. When injested by most animals, it acts as an anaphrodisiac\
, reducing libido and calming them. Non-habit forming and not addictive."
taste_description = "dull bitterness"
@@ -176,13 +176,16 @@
reagent_state = SOLID
/datum/reagent/drug/anaphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-2)
if(M && M.client?.prefs.arousable && prob(16))
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/list/genits = H.adjust_arousal(-100, aphro = TRUE)
if(genits.len)
to_chat(M, "<span class='notice'>You no longer feel aroused.")
..()
/datum/reagent/drug/anaphrodisiacplus
name = "Hexacamphor"
id = "anaphro+"
description = "Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive."
taste_description = "tranquil celibacy"
color = "#D9D9D9"//rgb(217, 217, 217)
@@ -190,48 +193,51 @@
overdose_threshold = 20
/datum/reagent/drug/anaphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-4)
if(M && M.client?.prefs.arousable)
REMOVE_TRAIT(M,TRAIT_PERMABONER,APHRO_TRAIT)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/list/genits = H.adjust_arousal(-100, aphro = TRUE)
if(genits.len)
to_chat(M, "<span class='notice'>You no longer feel aroused.")
..()
/datum/reagent/drug/anaphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && prob(33))
if(M.min_arousal > 0)
M.min_arousal -= 1
if(M.min_arousal > 50)
M.min_arousal -= 1
M.adjustArousalLoss(-2)
if(M && M.client?.prefs.arousable && prob(5))
to_chat(M, "<span class='userlove'>You feel like you'll never feel aroused again...</span>")
ADD_TRAIT(M,TRAIT_NEVERBONER,APHRO_TRAIT)
..()
//recipes
/datum/chemical_reaction/aphro
name = "crocin"
id = "aphro"
results = list("aphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "water" = 1)
id = /datum/reagent/drug/aphrodisiac
results = list(/datum/reagent/drug/aphrodisiac = 6)
required_reagents = list(/datum/reagent/carbon = 2, /datum/reagent/hydrogen = 2, /datum/reagent/oxygen = 2, /datum/reagent/water = 1)
required_temp = 400
mix_message = "The mixture boils off a pink vapor..."//The water boils off, leaving the crocin
/datum/chemical_reaction/aphroplus
name = "hexacrocin"
id = "aphro+"
results = list("aphro+" = 1)
required_reagents = list("aphro" = 6, "phenol" = 1)
id = /datum/reagent/drug/aphrodisiacplus
results = list(/datum/reagent/drug/aphrodisiacplus = 1)
required_reagents = list(/datum/reagent/drug/aphrodisiac = 6, /datum/reagent/phenol = 1)
required_temp = 400
mix_message = "The mixture rapidly condenses and darkens in color..."
/datum/chemical_reaction/anaphro
name = "camphor"
id = "anaphro"
results = list("anaphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "sulfur" = 1)
id = /datum/reagent/drug/anaphrodisiac
results = list(/datum/reagent/drug/anaphrodisiac = 6)
required_reagents = list(/datum/reagent/carbon = 2, /datum/reagent/hydrogen = 2, /datum/reagent/oxygen = 2, /datum/reagent/sulfur = 1)
required_temp = 400
mix_message = "The mixture boils off a yellow, smelly vapor..."//Sulfur burns off, leaving the camphor
/datum/chemical_reaction/anaphroplus
name = "pentacamphor"
id = "anaphro+"
results = list("anaphro+" = 1)
required_reagents = list("anaphro" = 5, "acetone" = 1)
id = /datum/reagent/drug/anaphrodisiacplus
results = list(/datum/reagent/drug/anaphrodisiacplus = 1)
required_reagents = list(/datum/reagent/drug/aphrodisiac = 5, /datum/reagent/acetone = 1)
required_temp = 300
mix_message = "The mixture thickens and heats up slighty..."
@@ -1,708 +0,0 @@
/datum/design/autoylathe
build_type = AUTOYLATHE
/datum/design/autoylathe/mech
category = list("initial", "Figurines")
/datum/design/autoylathe/mech/contraband
category = list("hacked", "Figurines")
/datum/design/autoylathe/figure
category = list("initial", "Figurines")
/datum/design/autoylathe/balloon
name = "Empty Water balloon"
id = "waterballoon"
materials = list(MAT_PLASTIC = 50)
build_path = /obj/item/toy/balloon
category = list("initial", "Toys")
/datum/design/autoylathe/spinningtoy
name = "Toy Singularity"
id = "singuloutoy"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/spinningtoy
category = list("initial", "Toys")
/datum/design/autoylathe/capgun
name = "Cap Gun"
id = "capgun"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/gun
category = list("initial", "Pistols")
/datum/design/autoylathe/capgunammo
name = "Capgun Ammo"
id = "capgunammo"
materials = list(MAT_PLASTIC = 50)
build_path = /obj/item/toy/ammo/gun
category = list("initial", "misc")
/datum/design/autoylathe/toysword
name = "Toy Sword"
id = "toysword"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/sword
category = list("initial", "Melee")
/datum/design/autoylathe/foamblade
name = "Foam Armblade"
id = "foamblade"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/foamblade
category = list("initial", "Melee")
/datum/design/autoylathe/windupbox
name = "Wind Up Toolbox"
id = "windupbox"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/windupToolbox
category = list("initial", "Toys")
/datum/design/autoylathe/toydualsword
name = "Double-Bladed Toy Sword"
id = "dbtoysword"
materials = list(MAT_PLASTIC = 1000)
build_path = /obj/item/twohanded/dualsaber/toy
category = list("initial", "Melee")
/datum/design/autoylathe/toykatana
name = "Replica Katana"
id = "toykatana"
materials = list(MAT_PLASTIC = 50, MAT_METAL = 450)
build_path = /obj/item/toy/katana
category = list("initial", "Melee")
/datum/design/autoylathe/snappop
name = "Snap Pop"
id = "snappop_phoenix"
materials = list(MAT_PLASTIC = 50)
build_path = /obj/item/toy/snappop
category = list("initial", "Toys")
/datum/design/autoylathe/mech/model1
name = "Toy Ripley"
id = "toymech1"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/ripley
/datum/design/autoylathe/mech/model2
name = "Toy Firefighter Ripley"
id = "toymech2"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/fireripley
/datum/design/autoylathe/mech/contraband/model3
name = "Toy Deathsquad fireripley "
id = "toymech3"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/deathripley
/datum/design/autoylathe/mech/model4
name = "Toy Gygax"
id = "toymech4"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/gygax
/datum/design/autoylathe/mech/model5
name = "Toy Durand"
id = "toymech5"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/durand
/datum/design/autoylathe/mech/contraband/model6
name = "Toy H.O.N.K."
id = "toymech6"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/honk
/datum/design/autoylathe/mech/contraband/model7
name = "Toy Marauder"
id = "toymech7"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/marauder
/datum/design/autoylathe/mech/contraband/model8
name = "Toy Seraph"
id = "toymech8"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/seraph
/datum/design/autoylathe/mech/contraband/model9
name = "Toy Mauler"
id = "toymech9"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/mauler
/datum/design/autoylathe/mech/model10
name = "Toy Odysseus"
id = "toymech10"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/odysseus
/datum/design/autoylathe/mech/model11
name = "Toy Phazon"
id = "toymech11"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/phazon
/datum/design/autoylathe/mech/contraband/model12
name = "Toy Reticence"
id = "toymech12"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/prize/reticence
category = list("hacked", "Figurines")
/datum/design/autoylathe/talking/AI
name = "Toy AI"
id = "ToyAICore"
materials = list(MAT_PLASTIC = 250, MAT_METAL = 50)
build_path = /obj/item/toy/talking/AI
category = list("initial", "Toys")
/datum/design/autoylathe/talking/codex_gigas
name = "Toy Codex Gigas"
id = "ToyCodex"
materials = list(MAT_PLASTIC = 250, MAT_METAL = 50)
build_path = /obj/item/toy/talking/codex_gigas
category = list("initial", "Toys")
/datum/design/autoylathe/talking/owl
name = "Owl Action Figure"
id = "owlactionfig"
materials = list(MAT_PLASTIC = 250, MAT_METAL = 50)
build_path = /obj/item/toy/talking/owl
/datum/design/autoylathe/talking/griffin
name = "Griffon Action Figure"
id = "griffinactionfig"
materials = list(MAT_PLASTIC = 250, MAT_METAL = 50)
build_path = /obj/item/toy/talking/griffin
/datum/design/autoylathe/cards
name = "Deck of Cards"
id = "carddeck"
materials = list(MAT_PLASTIC = 250)
build_path = /obj/item/toy/cards/deck
category = list("initial", "Toys")
/datum/design/autoylathe/nuke
name = "Nuclear Fission Explosive Toy"
id = "nuketoy"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/nuke
category = list("initial", "Toys")
/datum/design/autoylathe/minimeteor
name = "Mini-Meteor"
id = "meattoy"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/minimeteor
category = list("hacked", "Misc")
/datum/design/autoylathe/redbutton
name = "Big Red Button"
id = "redbutton"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/redbutton
category = list("initial", "Toys")
/datum/design/autoylathe/beach_ball
name = "Beach Ball"
id = "beachball"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/beach_ball
category = list("initial", "Toys")
/datum/design/autoylathe/clockwork_watch
name = "Clockwork Watch"
id = "clockwatch"
materials = list(MAT_PLASTIC = 1000)
build_path = /obj/item/toy/clockwork_watch
category = list("initial", "misc")
/datum/design/autoylathe/dagger
name = "Toy Dagger"
id = "toydagger"
materials = list(MAT_PLASTIC = 1000)
build_path = /obj/item/toy/toy_dagger
category = list("initial", "Melee")
/datum/design/autoylathe/xeno
name = "Xenomorph"
id = "xenomorph"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/toy_xeno
/datum/design/autoylathe/cattoy
name = "Toy Mouse"
id = "cattoy"
materials = list(MAT_PLASTIC = 500)
build_path = /obj/item/toy/cattoy
category = list("initial", "Toys")
/datum/design/autoylathe/figure/assistant
name = "Assistant"
id = "assfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/assistant
/datum/design/autoylathe/figure/atmos
name = "Atmos Tech"
id = "atmfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/atmos
/datum/design/autoylathe/figure/bartender
name = "Bartender"
id = "barfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/bartender
/datum/design/autoylathe/figure/botanist
name = "Botanist"
id = "botfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/botanist
/datum/design/autoylathe/figure/captain
name = "Captain"
id = "capfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/captain
/datum/design/autoylathe/figure/cargotech
name = "Cargo Technician"
id = "carfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/cargotech
/datum/design/autoylathe/figure/ce
name = "Chief Engineer"
id = "cefigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/ce
/datum/design/autoylathe/figure/chaplain
name = "Chaplain"
id = "chafigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/chaplain
/datum/design/autoylathe/figure/chef
name = "Chef"
id = "chefigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/chef
/datum/design/autoylathe/figure/chemist
name = "Chemist"
id = "chmfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/chemist
/datum/design/autoylathe/figure/clown
name = "Clown"
id = "clnfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/clown
/datum/design/autoylathe/figure/cmo
name = "Chief Medical Officer"
id = "cmofigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/cmo
/datum/design/autoylathe/figure/curator
name = "Curator"
id = "curfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/curator
/datum/design/autoylathe/figure/borg
name = "Cyborg"
id = "cybfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/borg
/datum/design/autoylathe/figure/detective
name = "Detective"
id = "detfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/detective
/datum/design/autoylathe/figure/engineer
name = "Engineer"
id = "engfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/engineer
/datum/design/autoylathe/figure/geneticist
name = "Geneticist"
id = "genfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/geneticist
/datum/design/autoylathe/figure/hop
name = "Head of Personnel"
id = "hopfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/hop
/datum/design/autoylathe/figure/hos
name = "Head of Security"
id = "hosfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/hos
/datum/design/autoylathe/figure/janitor
name = "Janitor"
id = "janfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/janitor
/datum/design/autoylathe/figure/lawyer
name = "Lawyer"
id = "lawfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/lawyer
/datum/design/autoylathe/figure/md
name = "Medical Doctor"
id = "medfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/md
/datum/design/autoylathe/figure/mime
name = "Mime"
id = "mimfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/mime
/datum/design/autoylathe/figure/miner
name = "Miner"
id = "minfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/miner
/datum/design/autoylathe/figure/rd
name = "Research Director"
id = "rdfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/rd
/datum/design/autoylathe/figure/robotocist
name = "Robotocist"
id = "robfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/roboticist
/datum/design/autoylathe/figure/qm
name = "Quartermaster"
id = "qtmfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/qm
/datum/design/autoylathe/figure/scientist
name = "Scientist"
id = "scifigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/scientist
/datum/design/autoylathe/figure/secofficer
name = "Security Officer"
id = "secfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/secofficer
/datum/design/autoylathe/figure/virologist
name = "Virologist"
id = "virfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/virologist
/datum/design/autoylathe/figure/warden
name = "Warden"
id = "warfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/warden
/datum/design/autoylathe/figure/dsquad
name = "Deathsquad"
id = "dsqfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/dsquad
category = list("hacked", "Figurines")
/datum/design/autoylathe/figure/ian
name = "Ian"
id = "ianfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/ian
category = list("hacked", "Figurines")
/datum/design/autoylathe/figure/ninja
name = "Ninja"
id = "ninfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/ninja
category = list("hacked", "Figurines")
/datum/design/autoylathe/figure/syndie
name = "Nuclear Operative"
id = "nucfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/syndie
category = list("hacked", "Figurines")
/datum/design/autoylathe/figure/wizard
name = "Wizard"
id = "wizfigure"
materials = list(MAT_PLASTIC = 500, MAT_METAL = 50)
build_path = /obj/item/toy/figure/wizard
category = list("hacked", "Figurines")
/datum/design/autoylathe/dildo
name = "Customizable Dildo"
id = "dildo"
materials = list(MAT_PLASTIC = 2000)
build_path = /obj/item/dildo/custom
category = list("initial", "Adult")
/datum/design/autoylathe/collar
name = "Collar"
id = "collar"
materials = list(MAT_PLASTIC = 250, MAT_METAL = 50)
build_path = /obj/item/clothing/neck/petcollar
category = list("initial", "Adult")
/datum/design/autoylathe/lastag/blue/gun
name = "Blue Lasertag Rifle"
id = "lastagrifleblue"
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/gun/energy/laser/bluetag
category = list("initial", "Rifles")
/datum/design/autoylathe/lastag/red/gun
name = "Red Lasertag Rifle"
id = "lastagriflered"
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 500, MAT_GLASS = 500)
build_path = /obj/item/gun/energy/laser/redtag
category = list("initial", "Rifles")
/datum/design/autoylathe/lastag/blue/hat
name = "Blue Lasertag Helmet"
id = "lastaghatblue"
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 1000, MAT_GLASS = 500)
build_path = /obj/item/clothing/head/helmet/bluetaghelm
category = list("initial", "Armor")
/datum/design/autoylathe/lastag/blue/armor
name = "Blue Lasertag Armor"
id = "lastagarmorblue"
materials = list(MAT_PLASTIC = 8000, MAT_METAL = 2000, MAT_GLASS = 100)
build_path = /obj/item/clothing/suit/bluetag
category = list("initial", "Armor")
/datum/design/autoylathe/lastag/red/hat
name = "Red Lasertag Helmet"
id = "lastaghelmetred"
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 1000, MAT_GLASS = 500)
build_path = /obj/item/clothing/head/helmet/redtaghelm
category = list("initial", "Armor")
/datum/design/autoylathe/lastag/red/armor
name = "Red Lasertag Armor"
id = "lastagarmorred"
materials = list(MAT_PLASTIC = 8000, MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/suit/redtag
category = list("initial", "Armor")
//because why not make a boxed kit with all of the lastag shit?
/obj/item/storage/box/blueteam
name = "Blue Team Kit"
/obj/item/storage/box/blueteam/PopulateContents()
new /obj/item/clothing/head/helmet/bluetaghelm(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/gun/energy/laser/bluetag(src)
new /obj/item/clothing/gloves/color/blue(src)
new /obj/item/clothing/shoes/sneakers/blue(src)
new /obj/item/clothing/under/color/blue(src)
/obj/item/storage/box/redteam
name = "Red Team Kit"
/obj/item/storage/box/redteam/PopulateContents()
new /obj/item/clothing/head/helmet/redtaghelm(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/gun/energy/laser/redtag(src)
new /obj/item/clothing/gloves/color/red(src)
new /obj/item/clothing/shoes/sneakers/red(src)
new /obj/item/clothing/under/color/red(src)
/datum/design/autoylathe/lastag/blue
name = "Blue Lasertag Kit"
id = "lastagkitblue"
materials = list(MAT_PLASTIC = 16000, MAT_METAL = 4000, MAT_GLASS = 2000)
build_path = /obj/item/storage/box/blueteam
category = list("initial", "Misc")
/datum/design/autoylathe/lastag/red
name = "Red Lasertag Kit"
id = "lastagkitred"
materials = list(MAT_PLASTIC = 16000, MAT_METAL = 4000, MAT_GLASS = 2000)
build_path = /obj/item/storage/box/redteam
category = list("initial", "Misc")
/datum/design/foam_x9
name = "Foam Force X9 Rifle"
id = "foam_x9"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/automatic/x9/toy
category = list("initial", "Rifles")
/datum/design/foam_dart
name = "Box of Foam Darts"
id = "foam_dart"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 500, MAT_METAL = 100)
build_path = /obj/item/ammo_box/foambox
category = list("initial", "Misc")
/datum/design/foam_magpistol
name = "Foam Force Magpistol"
id = "magfoam_launcher"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 250)
build_path = /obj/item/gun/ballistic/shotgun/toy/mag
category = list("initial", "Pistols")
/datum/design/foam_magrifle
name = "Foam Force MagRifle"
id = "foam_magrifle"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/automatic/magrifle/toy
category = list("initial", "Rifles")
/datum/design/foam_hyperburst
name = "MagTag Hyper Rifle"
id = "foam_hyperburst"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/gun/energy/laser/practice/hyperburst
category = list("initial", "Rifles")
/datum/design/foam_sp
name = "Foam Force Stealth Pistol"
id = "foam_sp"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 1000)
build_path = /obj/item/gun/ballistic/automatic/toy/pistol/stealth
category = list("initial", "Pistols")
/datum/design/toyray
name = "RayTag Gun"
id = "toyray"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 1000, MAT_GLASS = 1000)
build_path = /obj/item/gun/energy/laser/practice/raygun
category = list("initial", "Pistols")
/datum/design/am4c
name = "Foam Force AM4-C Rifle"
id = "foam_am4c"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/automatic/AM4C
category = list("initial", "Rifles")
/datum/design/foam_f3
name = "Replica F3 Justicar"
id = "foam_f3"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 250)
build_path = /obj/item/toy/gun/justicar
category = list("initial", "Pistols")
/datum/design/toy_blaster
name = "pump-action plastic blaster"
id = "toy_blaster"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 750, MAT_GLASS = 1000)
build_path = /obj/item/gun/energy/pumpaction/toy
category = list("initial", "Rifles")
/datum/design/capammo
name = "Box of Caps"
id = "capammo"
build_type = AUTOYLATHE
materials = list(MAT_METAL = 10, MAT_GLASS = 10)
build_path = /obj/item/toy/ammo/gun
category = list("initial", "Misc")
/datum/design/foam_smg
name = "Foam Force SMG"
id = "foam_smg"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 250)
build_path = /obj/item/gun/ballistic/automatic/toy/unrestricted
category = list("initial", "Pistols")
/datum/design/foam_pistol
name = "Foam Force Pistol"
id = "foam_pistol"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 250)
build_path = /obj/item/gun/ballistic/automatic/toy/pistol/unrestricted
category = list("initial", "Pistols")
/datum/design/foam_shotgun
name = "Foam Force Shotgun"
id = "foam_shotgun"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/shotgun/toy/unrestricted
category = list("initial", "Rifles")
/datum/design/foam_dartred
name = "Box of Lastag Red Foam Darts"
id = "redfoam_dart"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 500, MAT_METAL = 100)
build_path = /obj/item/ammo_box/foambox/tag/red
category = list("initial", "Misc")
/datum/design/foam_dartblue
name = "Box of Lastag Blue Foam Darts"
id = "bluefoam_dart"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 500, MAT_METAL = 100)
build_path = /obj/item/ammo_box/foambox/tag/blue
category = list("initial", "Misc")
/datum/design/foam_bow
name = "Foam Force Crossbow"
id = "foam_bow"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 2000, MAT_METAL = 250)
build_path = /obj/item/gun/ballistic/shotgun/toy/crossbow
category = list("initial", "Pistols")
/datum/design/foam_c20
name = "Donksoft C20R"
id = "foam_c20"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/automatic/c20r/toy/unrestricted
category = list("hacked", "Rifles")
/datum/design/foam_l6
name = "Donksoft LMG"
id = "foam_LMG"
build_type = AUTOYLATHE
materials = list(MAT_PLASTIC = 4000, MAT_METAL = 500)
build_path = /obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted
category = list("hacked", "Rifles")