Some changes.
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@@ -193,7 +193,7 @@
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"hands" = SLOT_HANDS
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)
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if(gangtool)
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if(gangtool)//Here is where all of the text occurs when a gang boss first spawns in.
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var/obj/item/device/gangtool/G = new()
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var/where = H.equip_in_one_of_slots(G, slots)
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if (!where)
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@@ -201,7 +201,7 @@
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else
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G.register_device(H)
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to_chat(H, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
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to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use recruitment pens and gangtools.")
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to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use gangtools too.")
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if(pen)
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var/obj/item/pen/gang/T = new()
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@@ -209,7 +209,7 @@
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if (!where2)
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to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
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else
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to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them.")
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to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them. All gangsters can use these, distribute them to see your gang grow.")
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if(spraycan)
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var/obj/item/toy/crayon/spraycan/gang/SC = new(null,gang)
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@@ -327,7 +327,7 @@
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GLOB.gangs -= src
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..()
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/datum/team/gang/roundend_report()
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/datum/team/gang/roundend_report() //roundend report.
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var/list/report = list()
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report += "<span class='header'>[name]:</span>"
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if(winner)
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@@ -342,9 +342,10 @@
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return "<div class='panel redborder'>[report.Join("<br>")]</div>"
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/datum/team/gang/proc/greet_gangster(datum/mind/gangster)
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/datum/team/gang/proc/greet_gangster(datum/mind/gangster) //The text a person receives when recruited.
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to_chat(gangster, "<FONT size=3 color=red><B>You are now a member of the <font color='[color]'>[name]</font> Gang!</B></FONT>")
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to_chat(gangster, "<font color='red'>Help your bosses take over the station by claiming territory with <b>special spraycans</b> only they can provide. Simply spray on any unclaimed area of the station.</font>")
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to_chat(gangster, "<font color='red'>Help your bosses take over the station by claiming territory with <b>spraycans</b>. Simply spray on any unclaimed area of the station.</font>")
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to_chat(gangster, "<font color='red'>You can also use recruitment pens to recruit more to your cause, If your boss provides you one.</font>")
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to_chat(gangster, "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>")
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to_chat(gangster, "<font color='red'>You can identify your mates by their <b>large, <font color='[color]'> \[G\]</font> icon</b>.</font>")
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gangster.store_memory("You are a member of the [name] Gang!")
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@@ -3,7 +3,7 @@
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// color (must be a hex, "blue" isn't acceptable due to how spraycans are handled)
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// inner_outfits (must be a list() with typepaths of the clothes in it. One is fine, but there is support for multiple: one will be picked at random when bought)
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// outer_outfits (same as above)
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// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons(not tg's), with the same name of the gang it's assigned to. Nothing else,just the icon.
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// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons, with the same name of the gang it's assigned to. Nothing else,just the icon.
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// Those are all required. If one is missed, stuff could break.
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/datum/team/gang/clandestine
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@@ -76,7 +76,7 @@
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var/outfit = pick(gang.outer_outfits)
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if(outfit)
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var/obj/item/O = new outfit(user.loc)
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O.armor = O.armor.setRating(melee = 20, bullet = 35, laser = 10, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
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O.armor = O.armor.setRating(melee = 25, bullet = 35, laser = 15, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
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O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
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user.put_in_hands(O)
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to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
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@@ -135,6 +135,12 @@
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icon_state = "knuckles"
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w_class = 3
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datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang member anyways?
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name = "Cool Sunglasses"
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id = "glasses"
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cost = 5
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item_path = /obj/item/clothing/glasses/sunglasses
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/datum/gang_item/clothing/belt
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name = "Badass Belt"
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id = "belt"
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@@ -168,7 +174,7 @@
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cost = 5
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item_path = /obj/item/switchblade
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/datum/gang_item/weapon/surplus
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/datum/gang_item/weapon/surplus //For when a gang boss is extra broke or cheap.
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name = "Surplus Rifle"
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id = "surplus"
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cost = 6
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@@ -177,7 +183,7 @@
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/datum/gang_item/weapon/ammo/surplus_ammo
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name = "Surplus Rifle Ammo"
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id = "surplus_ammo"
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cost = 5
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cost = 3
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item_path = /obj/item/ammo_box/magazine/m10mm/rifle
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/datum/gang_item/weapon/improvised
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@@ -308,7 +314,7 @@
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/datum/gang_item/equipment/wetwork_boots
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name = "Wetwork boots"
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id = "wetwork"
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cost = 10
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cost = 8
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item_path = /obj/item/clothing/shoes/combat/gang
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/obj/item/clothing/shoes/combat/gang
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@@ -9,12 +9,13 @@
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. = ..()
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last_used = world.time
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/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE)
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/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE) //ha
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if(!istype(M))
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return
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if(!ishuman(M) || !ishuman(user) || M.stat == DEAD)
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return ..()
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var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss)
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//var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss) //Pen works with bosses only.
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var/datum/antagonist/gang/L = user.mind.has_antag_datum(/datum/antagonist/gang) //Pen works with anyone in gang.
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if(!L)
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return ..()
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if(!..())
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