[MIRROR] Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie (#916)

* Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie

* fixes .rej
This commit is contained in:
CitadelStationBot
2017-05-18 09:37:30 -05:00
committed by Poojawa
parent 30279b7f55
commit a317d23a51
27 changed files with 8007 additions and 7963 deletions
File diff suppressed because it is too large Load Diff
+21 -21
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@@ -1,21 +1,21 @@
/atom/proc/investigate_log(message, subject)
if(!message || !subject)
return
var/F = file("[GLOB.log_directory]/[subject].html")
F << "<small>[time_stamp()] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
/client/proc/investigate_show( subject in list("hrefs","notes, memos, watchlist","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter", "atmos", "experimentor", "botany") )
set name = "Investigate"
set category = "Admin"
if(!holder)
return
switch(subject)
if("notes, memos, watchlist")
browse_messages()
else
var/F = file("[GLOB.log_directory]/[subject].html")
if(!fexists(F))
to_chat(src, "<span class='danger'>No [subject] logfile was found.</span>")
return
src << browse(F,"window=investigate[subject];size=800x300")
/atom/proc/investigate_log(message, subject)
if(!message || !subject)
return
var/F = file("[GLOB.log_directory]/[subject].html")
F << "<small>[time_stamp()] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
/client/proc/investigate_show( subject in list("hrefs","notes, memos, watchlist","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter", "atmos", "experimentor", "botany") )
set name = "Investigate"
set category = "Admin"
if(!holder)
return
switch(subject)
if("notes, memos, watchlist")
browse_messages()
else
var/F = file("[GLOB.log_directory]/[subject].html")
if(!fexists(F))
to_chat(src, "<span class='danger'>No [subject] logfile was found.</span>")
return
src << browse(F,"window=investigate[subject];size=800x300")
+134 -134
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@@ -1,134 +1,134 @@
/obj/machinery/meter
name = "gas flow meter"
desc = "It measures something."
icon = 'icons/obj/meter.dmi'
icon_state = "meterX"
var/atom/target = null
anchored = 1
power_channel = ENVIRON
var/frequency = 0
var/id_tag
use_power = 1
idle_power_usage = 2
active_power_usage = 4
obj_integrity = 150
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
/obj/machinery/meter/Initialize(mapload)
. = ..()
SSair.atmos_machinery += src
if (mapload && !target)
target = locate(/obj/machinery/atmospherics/pipe) in loc
/obj/machinery/meter/Destroy()
SSair.atmos_machinery -= src
src.target = null
return ..()
/obj/machinery/meter/process_atmos()
if(!target)
icon_state = "meterX"
return 0
if(stat & (BROKEN|NOPOWER))
icon_state = "meter0"
return 0
use_power(5)
var/datum/gas_mixture/environment = target.return_air()
if(!environment)
icon_state = "meterX"
return 0
var/env_pressure = environment.return_pressure()
if(env_pressure <= 0.15*ONE_ATMOSPHERE)
icon_state = "meter0"
else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
icon_state = "meter1_[val]"
else if(env_pressure <= 30*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
icon_state = "meter2_[val]"
else if(env_pressure <= 59*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
icon_state = "meter3_[val]"
else
icon_state = "meter4"
if(frequency)
var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
if(!radio_connection)
return
var/datum/signal/signal = new
signal.source = src
signal.transmission_method = 1
signal.data = list(
"id_tag" = id_tag,
"device" = "AM",
"pressure" = round(env_pressure),
"sigtype" = "status"
)
radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status()
var/t = ""
if (src.target)
var/datum/gas_mixture/environment = target.return_air()
if(environment)
t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]&deg;C)"
else
t += "The sensor error light is blinking."
else
t += "The connect error light is blinking."
return t
/obj/machinery/meter/examine(mob/user)
..()
to_chat(user, status())
/obj/machinery/meter/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (do_after(user, 40*W.toolspeed, target = src))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
new /obj/item/pipe_meter(src.loc)
qdel(src)
else
return ..()
/obj/machinery/meter/attack_ai(mob/user)
return src.attack_hand(user)
/obj/machinery/meter/attack_paw(mob/user)
return src.attack_hand(user)
/obj/machinery/meter/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return 1
else
to_chat(usr, status())
return 1
/obj/machinery/meter/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
new /obj/item/pipe_meter(loc)
qdel(src)
// TURF METER - REPORTS A TILE'S AIR CONTENTS
// why are you yelling?
/obj/machinery/meter/turf
/obj/machinery/meter/turf/Initialize()
..()
src.target = loc
/obj/machinery/meter
name = "gas flow meter"
desc = "It measures something."
icon = 'icons/obj/meter.dmi'
icon_state = "meterX"
var/atom/target = null
anchored = 1
power_channel = ENVIRON
var/frequency = 0
var/id_tag
use_power = 1
idle_power_usage = 2
active_power_usage = 4
obj_integrity = 150
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
/obj/machinery/meter/Initialize(mapload)
. = ..()
SSair.atmos_machinery += src
if (mapload && !target)
target = locate(/obj/machinery/atmospherics/pipe) in loc
/obj/machinery/meter/Destroy()
SSair.atmos_machinery -= src
src.target = null
return ..()
/obj/machinery/meter/process_atmos()
if(!target)
icon_state = "meterX"
return 0
if(stat & (BROKEN|NOPOWER))
icon_state = "meter0"
return 0
use_power(5)
var/datum/gas_mixture/environment = target.return_air()
if(!environment)
icon_state = "meterX"
return 0
var/env_pressure = environment.return_pressure()
if(env_pressure <= 0.15*ONE_ATMOSPHERE)
icon_state = "meter0"
else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
icon_state = "meter1_[val]"
else if(env_pressure <= 30*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
icon_state = "meter2_[val]"
else if(env_pressure <= 59*ONE_ATMOSPHERE)
var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
icon_state = "meter3_[val]"
else
icon_state = "meter4"
if(frequency)
var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
if(!radio_connection)
return
var/datum/signal/signal = new
signal.source = src
signal.transmission_method = 1
signal.data = list(
"id_tag" = id_tag,
"device" = "AM",
"pressure" = round(env_pressure),
"sigtype" = "status"
)
radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status()
var/t = ""
if (src.target)
var/datum/gas_mixture/environment = target.return_air()
if(environment)
t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]&deg;C)"
else
t += "The sensor error light is blinking."
else
t += "The connect error light is blinking."
return t
/obj/machinery/meter/examine(mob/user)
..()
to_chat(user, status())
/obj/machinery/meter/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (do_after(user, 40*W.toolspeed, target = src))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
new /obj/item/pipe_meter(src.loc)
qdel(src)
else
return ..()
/obj/machinery/meter/attack_ai(mob/user)
return src.attack_hand(user)
/obj/machinery/meter/attack_paw(mob/user)
return src.attack_hand(user)
/obj/machinery/meter/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return 1
else
to_chat(usr, status())
return 1
/obj/machinery/meter/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
new /obj/item/pipe_meter(loc)
qdel(src)
// TURF METER - REPORTS A TILE'S AIR CONTENTS
// why are you yelling?
/obj/machinery/meter/turf
/obj/machinery/meter/turf/Initialize()
..()
src.target = loc
+309 -309
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@@ -1,309 +1,309 @@
//Academy Items
/obj/singularity/academy
dissipate = 0
move_self = 0
grav_pull = 1
/obj/singularity/academy/admin_investigate_setup()
return
/obj/singularity/academy/process()
eat()
if(prob(1))
mezzer()
/obj/item/clothing/glasses/meson/truesight
name = "The Lens of Truesight"
desc = "I can see forever!"
icon_state = "monocle"
item_state = "headset"
/obj/structure/academy_wizard_spawner
name = "Academy Defensive System"
desc = "Made by Abjuration Inc"
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = 1
obj_integrity = 200
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0
var/cooldown = 600
var/faction = "wizard"
var/braindead_check = 0
/obj/structure/academy_wizard_spawner/New()
START_PROCESSING(SSobj, src)
/obj/structure/academy_wizard_spawner/Destroy()
if(!broken)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/academy_wizard_spawner/process()
if(next_check < world.time)
if(!current_wizard)
for(var/mob/living/L in GLOB.player_list)
if(L.z == src.z && L.stat != DEAD && !(faction in L.faction))
summon_wizard()
break
else
if(current_wizard.stat == DEAD)
current_wizard = null
summon_wizard()
if(!current_wizard.client)
if(!braindead_check)
braindead_check = 1
else
braindead_check = 0
give_control()
next_check = world.time + cooldown
/obj/structure/academy_wizard_spawner/proc/give_control()
set waitfor = FALSE
if(!current_wizard)
return
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as Wizard Academy Defender?", "wizard", null, be_special_flag = ROLE_WIZARD, M = current_wizard)
var/mob/dead/observer/chosen = null
if(candidates.len)
chosen = pick(candidates)
message_admins("[key_name_admin(chosen)] was spawned as Wizard Academy Defender")
current_wizard.ghostize() // on the off chance braindead defender gets back in
current_wizard.key = chosen.key
/obj/structure/academy_wizard_spawner/proc/summon_wizard()
var/turf/T = src.loc
var/mob/living/carbon/human/wizbody = new(T)
wizbody.equipOutfit(/datum/outfit/wizard/academy)
var/obj/item/weapon/implant/exile/Implant = new/obj/item/weapon/implant/exile(wizbody)
Implant.implant(wizbody)
wizbody.faction |= "wizard"
wizbody.real_name = "Academy Teacher"
wizbody.name = "Academy Teacher"
var/datum/mind/wizmind = new /datum/mind()
wizmind.name = "Wizard Defender"
wizmind.special_role = "Academy Defender"
var/datum/objective/O = new("Protect Wizard Academy from the intruders")
wizmind.objectives += O
wizmind.transfer_to(wizbody)
SSticker.mode.wizards |= wizmind
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball)
current_wizard = wizbody
give_control()
/obj/structure/academy_wizard_spawner/deconstruct(disassembled = TRUE)
if(!broken)
broken = 1
visible_message("<span class='warning'>[src] breaks down!</span>")
icon_state = "forge_off"
STOP_PROCESSING(SSobj, src)
/datum/outfit/wizard/academy
name = "Academy Wizard"
r_pocket = null
r_hand = null
suit = /obj/item/clothing/suit/wizrobe/red
head = /obj/item/clothing/head/wizard/red
backpack_contents = list(/obj/item/weapon/storage/box/survival = 1)
/obj/item/weapon/dice/d20/fate
name = "Die of Fate"
desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
icon_state = "d20"
sides = 20
can_be_rigged = FALSE
var/reusable = 1
var/used = 0
/obj/item/weapon/dice/d20/fate/one_use
reusable = 0
/obj/item/weapon/dice/d20/fate/diceroll(mob/user)
..()
if(!used)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans!</span>")
return
if(rigged)
effect(user,rigged)
else
effect(user,result)
/obj/item/weapon/dice/d20/fate/equipped(mob/user, slot)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans! You should leave it alone.</span>")
user.drop_item()
/obj/item/weapon/dice/d20/fate/proc/effect(var/mob/living/carbon/human/user,roll)
if(!reusable)
used = 1
visible_message("<span class='userdanger'>The die flare briefly.</span>")
switch(roll)
if(1)
//Dust
user.dust()
if(2)
//Death
user.death()
if(3)
//Swarm of creatures
for(var/direction in GLOB.alldirs)
var/turf/T = get_turf(src)
new /mob/living/simple_animal/hostile/creature(get_step(T,direction))
if(4)
//Destroy Equipment
for (var/obj/item/I in user)
if (istype(I, /obj/item/weapon/implant))
continue
qdel(I)
if(5)
//Monkeying
user.monkeyize()
if(6)
//Cut speed
var/datum/species/S = user.dna.species
S.speedmod += 1
if(7)
//Throw
user.Stun(3)
user.adjustBruteLoss(50)
var/throw_dir = pick(GLOB.cardinal)
var/atom/throw_target = get_edge_target_turf(user, throw_dir)
user.throw_at(throw_target, 200, 4)
if(8)
//Fueltank Explosion
explosion(src.loc,-1,0,2, flame_range = 2)
if(9)
//Cold
var/datum/disease/D = new /datum/disease/cold
user.ForceContractDisease(D)
if(10)
//Nothing
visible_message("<span class='notice'>[src] roll perfectly.</span>")
if(11)
//Cookie
var/obj/item/weapon/reagent_containers/food/snacks/cookie/C = new(get_turf(src))
C.name = "Cookie of Fate"
if(12)
//Healing
user.revive(full_heal = 1, admin_revive = 1)
if(13)
//Mad Dosh
var/turf/Start = get_turf(src)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(rand(0,1))
new /obj/item/stack/spacecash/c1000(T)
else
var/obj/item/weapon/storage/bag/money/M = new(T)
for(var/i in 1 to rand(5,50))
new /obj/item/weapon/coin/gold(M)
if(14)
//Free Gun
new /obj/item/weapon/gun/ballistic/revolver/mateba(get_turf(src))
if(15)
//Random One-use spellbook
new /obj/item/weapon/spellbook/oneuse/random(get_turf(src))
if(16)
//Servant & Servant Summon
var/mob/living/carbon/human/H = new(get_turf(src))
H.equipOutfit(/datum/outfit/butler)
var/datum/mind/servant_mind = new /datum/mind()
var/datum/objective/O = new("Serve [user.real_name].")
servant_mind.objectives += O
servant_mind.transfer_to(H)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [user.real_name] Servant?", "wizard", mob = H)
var/mob/dead/observer/chosen = null
if(candidates.len)
chosen = pick(candidates)
message_admins("[key_name_admin(chosen)] was spawned as Dice Servant")
H.key = chosen.key
var/obj/effect/proc_holder/spell/targeted/summonmob/S = new
S.target_mob = H
user.mind.AddSpell(S)
if(17)
//Tator Kit
new /obj/item/weapon/storage/box/syndicate/(get_turf(src))
if(18)
//Captain ID
new /obj/item/weapon/card/id/captains_spare(get_turf(src))
if(19)
//Instrinct Resistance
to_chat(user, "<span class='notice'>You feel robust.</span>")
var/datum/species/S = user.dna.species
S.brutemod *= 0.5
S.burnmod *= 0.5
S.coldmod *= 0.5
if(20)
//Free wizard!
user.mind.make_Wizard()
/datum/outfit/butler
name = "Butler"
uniform = /obj/item/clothing/under/suit_jacket/really_black
shoes = /obj/item/clothing/shoes/laceup
head = /obj/item/clothing/head/bowler
glasses = /obj/item/clothing/glasses/monocle
gloves = /obj/item/clothing/gloves/color/white
/obj/effect/proc_holder/spell/targeted/summonmob
name = "Summon Servant"
desc = "This spell can be used to call your servant, whenever you need it."
charge_max = 100
clothes_req = 0
invocation = "JE VES"
invocation_type = "whisper"
range = -1
level_max = 0 //cannot be improved
cooldown_min = 100
include_user = 1
var/mob/living/target_mob
action_icon_state = "summons"
/obj/effect/proc_holder/spell/targeted/summonmob/cast(list/targets,mob/user = usr)
if(!target_mob)
return
var/turf/Start = get_turf(user)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(!T.density)
target_mob.Move(T)
/obj/structure/ladder/unbreakable/rune
name = "Teleportation Rune"
desc = "Could lead anywhere."
icon = 'icons/obj/rune.dmi'
icon_state = "1"
color = rgb(0,0,255)
/obj/structure/ladder/unbreakable/rune/update_icon()
return
/obj/structure/ladder/unbreakable/rune/show_fluff_message(up,mob/user)
user.visible_message("[user] activates \the [src].","<span class='notice'>You activate \the [src].</span>")
/obj/structure/ladder/can_use(mob/user)
if(user.mind in SSticker.mode.wizards)
return 0
return 1
//Academy Items
/obj/singularity/academy
dissipate = 0
move_self = 0
grav_pull = 1
/obj/singularity/academy/admin_investigate_setup()
return
/obj/singularity/academy/process()
eat()
if(prob(1))
mezzer()
/obj/item/clothing/glasses/meson/truesight
name = "The Lens of Truesight"
desc = "I can see forever!"
icon_state = "monocle"
item_state = "headset"
/obj/structure/academy_wizard_spawner
name = "Academy Defensive System"
desc = "Made by Abjuration Inc"
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = 1
obj_integrity = 200
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0
var/cooldown = 600
var/faction = "wizard"
var/braindead_check = 0
/obj/structure/academy_wizard_spawner/New()
START_PROCESSING(SSobj, src)
/obj/structure/academy_wizard_spawner/Destroy()
if(!broken)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/academy_wizard_spawner/process()
if(next_check < world.time)
if(!current_wizard)
for(var/mob/living/L in GLOB.player_list)
if(L.z == src.z && L.stat != DEAD && !(faction in L.faction))
summon_wizard()
break
else
if(current_wizard.stat == DEAD)
current_wizard = null
summon_wizard()
if(!current_wizard.client)
if(!braindead_check)
braindead_check = 1
else
braindead_check = 0
give_control()
next_check = world.time + cooldown
/obj/structure/academy_wizard_spawner/proc/give_control()
set waitfor = FALSE
if(!current_wizard)
return
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as Wizard Academy Defender?", "wizard", null, be_special_flag = ROLE_WIZARD, M = current_wizard)
var/mob/dead/observer/chosen = null
if(candidates.len)
chosen = pick(candidates)
message_admins("[key_name_admin(chosen)] was spawned as Wizard Academy Defender")
current_wizard.ghostize() // on the off chance braindead defender gets back in
current_wizard.key = chosen.key
/obj/structure/academy_wizard_spawner/proc/summon_wizard()
var/turf/T = src.loc
var/mob/living/carbon/human/wizbody = new(T)
wizbody.equipOutfit(/datum/outfit/wizard/academy)
var/obj/item/weapon/implant/exile/Implant = new/obj/item/weapon/implant/exile(wizbody)
Implant.implant(wizbody)
wizbody.faction |= "wizard"
wizbody.real_name = "Academy Teacher"
wizbody.name = "Academy Teacher"
var/datum/mind/wizmind = new /datum/mind()
wizmind.name = "Wizard Defender"
wizmind.special_role = "Academy Defender"
var/datum/objective/O = new("Protect Wizard Academy from the intruders")
wizmind.objectives += O
wizmind.transfer_to(wizbody)
SSticker.mode.wizards |= wizmind
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
wizmind.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball)
current_wizard = wizbody
give_control()
/obj/structure/academy_wizard_spawner/deconstruct(disassembled = TRUE)
if(!broken)
broken = 1
visible_message("<span class='warning'>[src] breaks down!</span>")
icon_state = "forge_off"
STOP_PROCESSING(SSobj, src)
/datum/outfit/wizard/academy
name = "Academy Wizard"
r_pocket = null
r_hand = null
suit = /obj/item/clothing/suit/wizrobe/red
head = /obj/item/clothing/head/wizard/red
backpack_contents = list(/obj/item/weapon/storage/box/survival = 1)
/obj/item/weapon/dice/d20/fate
name = "Die of Fate"
desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
icon_state = "d20"
sides = 20
can_be_rigged = FALSE
var/reusable = 1
var/used = 0
/obj/item/weapon/dice/d20/fate/one_use
reusable = 0
/obj/item/weapon/dice/d20/fate/diceroll(mob/user)
..()
if(!used)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans!</span>")
return
if(rigged)
effect(user,rigged)
else
effect(user,result)
/obj/item/weapon/dice/d20/fate/equipped(mob/user, slot)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans! You should leave it alone.</span>")
user.drop_item()
/obj/item/weapon/dice/d20/fate/proc/effect(var/mob/living/carbon/human/user,roll)
if(!reusable)
used = 1
visible_message("<span class='userdanger'>The die flare briefly.</span>")
switch(roll)
if(1)
//Dust
user.dust()
if(2)
//Death
user.death()
if(3)
//Swarm of creatures
for(var/direction in GLOB.alldirs)
var/turf/T = get_turf(src)
new /mob/living/simple_animal/hostile/creature(get_step(T,direction))
if(4)
//Destroy Equipment
for (var/obj/item/I in user)
if (istype(I, /obj/item/weapon/implant))
continue
qdel(I)
if(5)
//Monkeying
user.monkeyize()
if(6)
//Cut speed
var/datum/species/S = user.dna.species
S.speedmod += 1
if(7)
//Throw
user.Stun(3)
user.adjustBruteLoss(50)
var/throw_dir = pick(GLOB.cardinal)
var/atom/throw_target = get_edge_target_turf(user, throw_dir)
user.throw_at(throw_target, 200, 4)
if(8)
//Fueltank Explosion
explosion(src.loc,-1,0,2, flame_range = 2)
if(9)
//Cold
var/datum/disease/D = new /datum/disease/cold
user.ForceContractDisease(D)
if(10)
//Nothing
visible_message("<span class='notice'>[src] roll perfectly.</span>")
if(11)
//Cookie
var/obj/item/weapon/reagent_containers/food/snacks/cookie/C = new(get_turf(src))
C.name = "Cookie of Fate"
if(12)
//Healing
user.revive(full_heal = 1, admin_revive = 1)
if(13)
//Mad Dosh
var/turf/Start = get_turf(src)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(rand(0,1))
new /obj/item/stack/spacecash/c1000(T)
else
var/obj/item/weapon/storage/bag/money/M = new(T)
for(var/i in 1 to rand(5,50))
new /obj/item/weapon/coin/gold(M)
if(14)
//Free Gun
new /obj/item/weapon/gun/ballistic/revolver/mateba(get_turf(src))
if(15)
//Random One-use spellbook
new /obj/item/weapon/spellbook/oneuse/random(get_turf(src))
if(16)
//Servant & Servant Summon
var/mob/living/carbon/human/H = new(get_turf(src))
H.equipOutfit(/datum/outfit/butler)
var/datum/mind/servant_mind = new /datum/mind()
var/datum/objective/O = new("Serve [user.real_name].")
servant_mind.objectives += O
servant_mind.transfer_to(H)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [user.real_name] Servant?", "wizard", mob = H)
var/mob/dead/observer/chosen = null
if(candidates.len)
chosen = pick(candidates)
message_admins("[key_name_admin(chosen)] was spawned as Dice Servant")
H.key = chosen.key
var/obj/effect/proc_holder/spell/targeted/summonmob/S = new
S.target_mob = H
user.mind.AddSpell(S)
if(17)
//Tator Kit
new /obj/item/weapon/storage/box/syndicate/(get_turf(src))
if(18)
//Captain ID
new /obj/item/weapon/card/id/captains_spare(get_turf(src))
if(19)
//Instrinct Resistance
to_chat(user, "<span class='notice'>You feel robust.</span>")
var/datum/species/S = user.dna.species
S.brutemod *= 0.5
S.burnmod *= 0.5
S.coldmod *= 0.5
if(20)
//Free wizard!
user.mind.make_Wizard()
/datum/outfit/butler
name = "Butler"
uniform = /obj/item/clothing/under/suit_jacket/really_black
shoes = /obj/item/clothing/shoes/laceup
head = /obj/item/clothing/head/bowler
glasses = /obj/item/clothing/glasses/monocle
gloves = /obj/item/clothing/gloves/color/white
/obj/effect/proc_holder/spell/targeted/summonmob
name = "Summon Servant"
desc = "This spell can be used to call your servant, whenever you need it."
charge_max = 100
clothes_req = 0
invocation = "JE VES"
invocation_type = "whisper"
range = -1
level_max = 0 //cannot be improved
cooldown_min = 100
include_user = 1
var/mob/living/target_mob
action_icon_state = "summons"
/obj/effect/proc_holder/spell/targeted/summonmob/cast(list/targets,mob/user = usr)
if(!target_mob)
return
var/turf/Start = get_turf(user)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(!T.density)
target_mob.Move(T)
/obj/structure/ladder/unbreakable/rune
name = "Teleportation Rune"
desc = "Could lead anywhere."
icon = 'icons/obj/rune.dmi'
icon_state = "1"
color = rgb(0,0,255)
/obj/structure/ladder/unbreakable/rune/update_icon()
return
/obj/structure/ladder/unbreakable/rune/show_fluff_message(up,mob/user)
user.visible_message("[user] activates \the [src].","<span class='notice'>You activate \the [src].</span>")
/obj/structure/ladder/can_use(mob/user)
if(user.mind in SSticker.mode.wizards)
return 0
return 1
File diff suppressed because it is too large Load Diff
+161 -161
View File
@@ -1,162 +1,162 @@
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
put_on_delay = 10
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!")
playsound(user, 'sound/machines/ding.ogg', 50, 1)
return(FIRELOSS)
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
desc = "It's good being the king."
icon_state = "captain"
item_state = "that"
flags_inv = 0
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: This is no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags_inv = HIDEHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/cage
name = "cage"
desc = "A cage that restrains the will of the self, allowing one to see the profane world for what it is."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
icon_state = "cage"
item_state = "cage"
worn_x_dimension = 64
worn_y_dimension = 64
/obj/item/clothing/head/witchunter_hat
name = "witchunter hat"
desc = "This hat saw much use back in the day."
icon_state = "witchhunterhat"
item_state = "witchhunterhat"
flags_cover = HEADCOVERSEYES
//Detective
/obj/item/clothing/head/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
icon_state = "detective"
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
var/candy_cooldown = 0
pockets = /obj/item/weapon/storage/internal/pocket/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/det_hat/AltClick()
..()
if(ismob(loc))
var/mob/M = loc
if(candy_cooldown < world.time)
var/obj/item/weapon/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(src)
M.put_in_hands(CC)
to_chat(M, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(M, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, a mime's favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
flags = NODROP
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0, fire = 50, acid = 60)
strip_delay = 80
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "hosberetblack"
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 30, acid = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
icon_state = "beret_badge"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 20, acid = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/navyhos
name = "head of security's beret"
desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/navywarden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 30, acid = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
icon_state = "officerberet"
//Curator
/obj/item/clothing/head/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
put_on_delay = 10
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!")
playsound(user, 'sound/machines/ding.ogg', 50, 1)
return(FIRELOSS)
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
desc = "It's good being the king."
icon_state = "captain"
item_state = "that"
flags_inv = 0
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: This is no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags_inv = HIDEHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/cage
name = "cage"
desc = "A cage that restrains the will of the self, allowing one to see the profane world for what it is."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
icon_state = "cage"
item_state = "cage"
worn_x_dimension = 64
worn_y_dimension = 64
/obj/item/clothing/head/witchunter_hat
name = "witchunter hat"
desc = "This hat saw much use back in the day."
icon_state = "witchhunterhat"
item_state = "witchhunterhat"
flags_cover = HEADCOVERSEYES
//Detective
/obj/item/clothing/head/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
icon_state = "detective"
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
var/candy_cooldown = 0
pockets = /obj/item/weapon/storage/internal/pocket/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/det_hat/AltClick()
..()
if(ismob(loc))
var/mob/M = loc
if(candy_cooldown < world.time)
var/obj/item/weapon/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(src)
M.put_in_hands(CC)
to_chat(M, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(M, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, a mime's favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
flags = NODROP
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0, fire = 50, acid = 60)
strip_delay = 80
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "hosberetblack"
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 30, acid = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
icon_state = "beret_badge"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 20, acid = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/navyhos
name = "head of security's beret"
desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/navywarden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 30, acid = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
icon_state = "officerberet"
//Curator
/obj/item/clothing/head/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
pockets = /obj/item/weapon/storage/internal/pocket/small
@@ -242,6 +242,15 @@
R.set_frequency(GLOB.CENTCOM_FREQ)
R.freqlock = 1
/datum/outfit/ghost_cultist
name = "Cultist Ghost"
uniform = /obj/item/clothing/under/color/black/ghost
suit = /obj/item/clothing/suit/cultrobes/alt/ghost
shoes = /obj/item/clothing/shoes/cult/alt/ghost
head = /obj/item/clothing/head/culthood/alt/ghost
r_hand = /obj/item/weapon/melee/cultblade/ghost
/datum/outfit/wizard
name = "Blue Wizard"
@@ -142,6 +142,9 @@
name = "cultist boots"
icon_state = "cultalt"
/obj/item/clothing/shoes/cult/alt/ghost
flags = NODROP|DROPDEL
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume."
+188 -188
View File
@@ -1,188 +1,188 @@
/*
* Job related
*/
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/assembly/flash/handheld, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/internals/emergency_oxygen)
//Chaplain
/obj/item/clothing/suit/hooded/chaplain_hoodie
name = "chaplain hoodie"
desc = "This suit says to you 'hush'!"
icon_state = "chaplain_hoodie"
item_state = "chaplain_hoodie"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
/obj/item/clothing/head/hooded/chaplain_hood
name = "chaplain hood"
desc = "For protecting your identity when immolating demons."
icon_state = "chaplain_hood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
/obj/item/clothing/suit/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
/obj/item/clothing/suit/studentuni
name = "student robe"
desc = "The uniform of a bygone institute of learning."
icon_state = "studentuni"
item_state = "studentuni"
body_parts_covered = ARMS|CHEST
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
/obj/item/clothing/suit/witchhunter
name = "witchunter garb"
desc = "This worn outfit saw much use back in the day."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
desc = "An apron-jacket used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(/obj/item/weapon/kitchen)
togglename = "sleeves"
//Cook
/obj/item/clothing/suit/apron/chef
name = "cook's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/weapon/kitchen)
//Detective
/obj/item/clothing/suit/det_suit
name = "trenchcoat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/det_suit/grey
name = "noir trenchcoat"
desc = "A hard-boiled private investigator's grey trenchcoat."
icon_state = "greydet"
item_state = "greydet"
//Engineering
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner,/obj/item/device/radio)
resistance_flags = 0
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue"
item_state = "suitjacket_blue"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
togglename = "buttons"
/obj/item/clothing/suit/toggle/lawyer/purple
name = "purple suit jacket"
desc = "A foppish dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
/obj/item/clothing/suit/toggle/lawyer/black
name = "black suit jacket"
desc = "A professional suit jacket."
icon_state = "suitjacket_black"
item_state = "ro_suit"
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
//Security
/obj/item/clothing/suit/security/officer
name = "security officer's jacket"
desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor."
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/warden
name = "warden's jacket"
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
icon_state = "wardenbluejacket"
item_state = "wardenbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/hos
name = "head of security's jacket"
desc = "This piece of clothing was specifically designed for asserting superior authority."
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
body_parts_covered = CHEST|ARMS
//Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
allowed = list(/obj/item/weapon/scalpel, /obj/item/weapon/surgical_drapes, /obj/item/weapon/cautery, /obj/item/weapon/hemostat, /obj/item/weapon/retractor)
//Curator
/obj/item/clothing/suit/curator
name = "treasure hunter's coat"
desc = "Both fashionable and lightly armoured, this jacket is favoured by treasure hunters the galaxy over."
icon_state = "curator"
item_state = "curator"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/melee/curator_whip)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
/*
* Job related
*/
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/assembly/flash/handheld, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/internals/emergency_oxygen)
//Chaplain
/obj/item/clothing/suit/hooded/chaplain_hoodie
name = "chaplain hoodie"
desc = "This suit says to you 'hush'!"
icon_state = "chaplain_hoodie"
item_state = "chaplain_hoodie"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
/obj/item/clothing/head/hooded/chaplain_hood
name = "chaplain hood"
desc = "For protecting your identity when immolating demons."
icon_state = "chaplain_hood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
/obj/item/clothing/suit/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
/obj/item/clothing/suit/studentuni
name = "student robe"
desc = "The uniform of a bygone institute of learning."
icon_state = "studentuni"
item_state = "studentuni"
body_parts_covered = ARMS|CHEST
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
/obj/item/clothing/suit/witchhunter
name = "witchunter garb"
desc = "This worn outfit saw much use back in the day."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
desc = "An apron-jacket used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(/obj/item/weapon/kitchen)
togglename = "sleeves"
//Cook
/obj/item/clothing/suit/apron/chef
name = "cook's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/weapon/kitchen)
//Detective
/obj/item/clothing/suit/det_suit
name = "trenchcoat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/det_suit/grey
name = "noir trenchcoat"
desc = "A hard-boiled private investigator's grey trenchcoat."
icon_state = "greydet"
item_state = "greydet"
//Engineering
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner,/obj/item/device/radio)
resistance_flags = 0
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue"
item_state = "suitjacket_blue"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
togglename = "buttons"
/obj/item/clothing/suit/toggle/lawyer/purple
name = "purple suit jacket"
desc = "A foppish dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
/obj/item/clothing/suit/toggle/lawyer/black
name = "black suit jacket"
desc = "A professional suit jacket."
icon_state = "suitjacket_black"
item_state = "ro_suit"
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
//Security
/obj/item/clothing/suit/security/officer
name = "security officer's jacket"
desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor."
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/warden
name = "warden's jacket"
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
icon_state = "wardenbluejacket"
item_state = "wardenbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/hos
name = "head of security's jacket"
desc = "This piece of clothing was specifically designed for asserting superior authority."
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
body_parts_covered = CHEST|ARMS
//Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
allowed = list(/obj/item/weapon/scalpel, /obj/item/weapon/surgical_drapes, /obj/item/weapon/cautery, /obj/item/weapon/hemostat, /obj/item/weapon/retractor)
//Curator
/obj/item/clothing/suit/curator
name = "treasure hunter's coat"
desc = "Both fashionable and lightly armoured, this jacket is favoured by treasure hunters the galaxy over."
icon_state = "curator"
item_state = "curator"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/melee/curator_whip)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
+3
View File
@@ -16,6 +16,9 @@
item_color = "black"
resistance_flags = 0
/obj/item/clothing/under/color/black/ghost
flags = NODROP|DROPDEL
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
+201 -201
View File
@@ -1,201 +1,201 @@
/*
Clown
*/
/datum/job/clown
title = "Clown"
flag = CLOWN
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/clown
access = list(GLOB.access_theatre)
minimal_access = list(GLOB.access_theatre)
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
H.rename_self("clown", M.client)
/datum/outfit/job/clown
name = "Clown"
jobtype = /datum/job/clown
belt = /obj/item/device/pda/clown
uniform = /obj/item/clothing/under/rank/clown
shoes = /obj/item/clothing/shoes/clown_shoes
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/weapon/bikehorn
r_pocket = /obj/item/toy/crayon/rainbow
backpack_contents = list(
/obj/item/weapon/stamp/clown = 1,
/obj/item/weapon/reagent_containers/spray/waterflower = 1,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana = 1,
/obj/item/device/megaphone/clown = 1,
/obj/item/weapon/reagent_containers/food/drinks/soda_cans/canned_laughter = 1,
/obj/item/weapon/pneumatic_cannon/pie = 1
)
implants = list(/obj/item/weapon/implant/sad_trombone)
backpack = /obj/item/weapon/storage/backpack/clown
satchel = /obj/item/weapon/storage/backpack/clown
dufflebag = /obj/item/weapon/storage/backpack/dufflebag/clown //strangely has a duffle
box = /obj/item/weapon/storage/box/hug/survival
/datum/outfit/job/clown/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names))
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.dna.add_mutation(CLOWNMUT)
/*
Mime
*/
/datum/job/mime
title = "Mime"
flag = MIME
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/mime
access = list(GLOB.access_theatre)
minimal_access = list(GLOB.access_theatre)
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
H.rename_self("mime", M.client)
/datum/outfit/job/mime
name = "Mime"
jobtype = /datum/job/mime
belt = /obj/item/device/pda/mime
uniform = /obj/item/clothing/under/rank/mime
mask = /obj/item/clothing/mask/gas/mime
gloves = /obj/item/clothing/gloves/color/white
head = /obj/item/clothing/head/beret
suit = /obj/item/clothing/suit/suspenders
backpack_contents = list(/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing=1,\
/obj/item/toy/crayon/mime=1)
backpack = /obj/item/weapon/storage/backpack/mime
satchel = /obj/item/weapon/storage/backpack/mime
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
H.mind.miming = 1
/*
Curator
*/
/datum/job/curator
title = "Curator"
flag = CURATOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/curator
access = list(GLOB.access_library)
minimal_access = list(GLOB.access_library, GLOB.access_construction,GLOB.access_mining_station)
/datum/outfit/job/curator
name = "Curator"
jobtype = /datum/job/curator
belt = /obj/item/device/pda/curator
uniform = /obj/item/clothing/under/rank/curator
l_hand = /obj/item/weapon/storage/bag/books
r_pocket = /obj/item/key/displaycase
l_pocket = /obj/item/device/laser_pointer
backpack_contents = list(
/obj/item/weapon/melee/curator_whip = 1,
/obj/item/soapstone = 1,
/obj/item/weapon/barcodescanner = 1
)
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.grant_all_languages(omnitongue=TRUE)
/*
Lawyer
*/
/datum/job/lawyer
title = "Lawyer"
flag = LAWYER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#dddddd"
var/lawyers = 0 //Counts lawyer amount
outfit = /datum/outfit/job/lawyer
access = list(GLOB.access_lawyer, GLOB.access_court, GLOB.access_sec_doors)
minimal_access = list(GLOB.access_lawyer, GLOB.access_court, GLOB.access_sec_doors)
/datum/outfit/job/lawyer
name = "Lawyer"
jobtype = /datum/job/lawyer
belt = /obj/item/device/pda/lawyer
ears = /obj/item/device/radio/headset/headset_sec
uniform = /obj/item/clothing/under/lawyer/bluesuit
suit = /obj/item/clothing/suit/toggle/lawyer
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/weapon/storage/briefcase/lawyer
l_pocket = /obj/item/device/laser_pointer
r_pocket = /obj/item/clothing/tie/lawyers_badge
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
J.lawyers++
if(J.lawyers>1)
uniform = /obj/item/clothing/under/lawyer/purpsuit
suit = /obj/item/clothing/suit/toggle/lawyer/purple
/*
Clown
*/
/datum/job/clown
title = "Clown"
flag = CLOWN
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/clown
access = list(GLOB.access_theatre)
minimal_access = list(GLOB.access_theatre)
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
H.rename_self("clown", M.client)
/datum/outfit/job/clown
name = "Clown"
jobtype = /datum/job/clown
belt = /obj/item/device/pda/clown
uniform = /obj/item/clothing/under/rank/clown
shoes = /obj/item/clothing/shoes/clown_shoes
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/weapon/bikehorn
r_pocket = /obj/item/toy/crayon/rainbow
backpack_contents = list(
/obj/item/weapon/stamp/clown = 1,
/obj/item/weapon/reagent_containers/spray/waterflower = 1,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana = 1,
/obj/item/device/megaphone/clown = 1,
/obj/item/weapon/reagent_containers/food/drinks/soda_cans/canned_laughter = 1,
/obj/item/weapon/pneumatic_cannon/pie = 1
)
implants = list(/obj/item/weapon/implant/sad_trombone)
backpack = /obj/item/weapon/storage/backpack/clown
satchel = /obj/item/weapon/storage/backpack/clown
dufflebag = /obj/item/weapon/storage/backpack/dufflebag/clown //strangely has a duffle
box = /obj/item/weapon/storage/box/hug/survival
/datum/outfit/job/clown/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names))
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.dna.add_mutation(CLOWNMUT)
/*
Mime
*/
/datum/job/mime
title = "Mime"
flag = MIME
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/mime
access = list(GLOB.access_theatre)
minimal_access = list(GLOB.access_theatre)
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
H.rename_self("mime", M.client)
/datum/outfit/job/mime
name = "Mime"
jobtype = /datum/job/mime
belt = /obj/item/device/pda/mime
uniform = /obj/item/clothing/under/rank/mime
mask = /obj/item/clothing/mask/gas/mime
gloves = /obj/item/clothing/gloves/color/white
head = /obj/item/clothing/head/beret
suit = /obj/item/clothing/suit/suspenders
backpack_contents = list(/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing=1,\
/obj/item/toy/crayon/mime=1)
backpack = /obj/item/weapon/storage/backpack/mime
satchel = /obj/item/weapon/storage/backpack/mime
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
H.mind.miming = 1
/*
Curator
*/
/datum/job/curator
title = "Curator"
flag = CURATOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/curator
access = list(GLOB.access_library)
minimal_access = list(GLOB.access_library, GLOB.access_construction,GLOB.access_mining_station)
/datum/outfit/job/curator
name = "Curator"
jobtype = /datum/job/curator
belt = /obj/item/device/pda/curator
uniform = /obj/item/clothing/under/rank/curator
l_hand = /obj/item/weapon/storage/bag/books
r_pocket = /obj/item/key/displaycase
l_pocket = /obj/item/device/laser_pointer
backpack_contents = list(
/obj/item/weapon/melee/curator_whip = 1,
/obj/item/soapstone = 1,
/obj/item/weapon/barcodescanner = 1
)
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.grant_all_languages(omnitongue=TRUE)
/*
Lawyer
*/
/datum/job/lawyer
title = "Lawyer"
flag = LAWYER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#dddddd"
var/lawyers = 0 //Counts lawyer amount
outfit = /datum/outfit/job/lawyer
access = list(GLOB.access_lawyer, GLOB.access_court, GLOB.access_sec_doors)
minimal_access = list(GLOB.access_lawyer, GLOB.access_court, GLOB.access_sec_doors)
/datum/outfit/job/lawyer
name = "Lawyer"
jobtype = /datum/job/lawyer
belt = /obj/item/device/pda/lawyer
ears = /obj/item/device/radio/headset/headset_sec
uniform = /obj/item/clothing/under/lawyer/bluesuit
suit = /obj/item/clothing/suit/toggle/lawyer
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/weapon/storage/briefcase/lawyer
l_pocket = /obj/item/device/laser_pointer
r_pocket = /obj/item/clothing/tie/lawyers_badge
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
J.lawyers++
if(J.lawyers>1)
uniform = /obj/item/clothing/under/lawyer/purpsuit
suit = /obj/item/clothing/suit/toggle/lawyer/purple
+1 -1
View File
@@ -241,7 +241,7 @@
return 1
/mob/living/proc/InCritical()
return (src.health < 0 && src.health > -95 && stat == UNCONSCIOUS)
return (health < 0 && health > -100 && stat == UNCONSCIOUS)
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
@@ -1,364 +1,364 @@
/mob/living/simple_animal/hostile/construct
name = "Construct"
real_name = "Construct"
desc = ""
gender = NEUTER
speak_emote = list("hisses")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
speak_chance = 1
icon = 'icons/mob/mob.dmi'
speed = 0
a_intent = INTENT_HARM
stop_automated_movement = 1
status_flags = CANPUSH
attack_sound = 'sound/weapons/punch1.ogg'
see_in_dark = 7
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = INFINITY
healable = 0
faction = list("cult")
movement_type = FLYING
pressure_resistance = 100
unique_name = 1
AIStatus = AI_OFF //normal constructs don't have AI
loot = list(/obj/item/weapon/ectoplasm)
del_on_death = TRUE
initial_language_holder = /datum/language_holder/construct
deathmessage = "collapses in a shattered heap."
var/list/construct_spells = list()
var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
var/master = null
var/seeking = FALSE
var/can_repair_constructs = FALSE
var/can_repair_self = FALSE
/mob/living/simple_animal/hostile/construct/Initialize()
. = ..()
update_health_hud()
for(var/spell in construct_spells)
AddSpell(new spell(null))
/mob/living/simple_animal/hostile/construct/Login()
..()
to_chat(src, playstyle_string)
/mob/living/simple_animal/hostile/construct/examine(mob/user)
var/t_He = p_they(TRUE)
var/t_s = p_s()
var/msg = "<span class='cult'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
msg += "[desc]\n"
if(health < maxHealth)
msg += "<span class='warning'>"
if(health >= maxHealth/2)
msg += "[t_He] look[t_s] slightly dented.\n"
else
msg += "<b>[t_He] look[t_s] severely dented!</b>\n"
msg += "</span>"
msg += "*---------*</span>"
to_chat(user, msg)
/mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M)
if(isconstruct(M)) //is it a construct?
var/mob/living/simple_animal/hostile/construct/C = M
if(!C.can_repair_constructs || (C == src && !C.can_repair_self))
return
if(health < maxHealth)
adjustHealth(-5)
if(src != M)
Beam(M,icon_state="sendbeam",time=4)
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
else
M.visible_message("<span class='danger'>[M] repairs some of [p_their()] own dents.</span>", \
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
else
if(src != M)
to_chat(M, "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as [p_they()] [p_have()] none!</span>")
else
to_chat(M, "<span class='cult'>You cannot repair your own dents, as you have none!</span>")
else if(src != M)
return ..()
/mob/living/simple_animal/hostile/construct/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/hostile/construct/narsie_act()
return
/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
return 0
/mob/living/simple_animal/hostile/construct/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
if(updating_health)
update_health_hud()
/////////////////Juggernaut///////////////
/mob/living/simple_animal/hostile/construct/armored
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
health = 250
response_harm = "harmlessly punches"
harm_intent_damage = 0
obj_damage = 90
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armored gauntlet into"
speed = 3
environment_smash = 2
attack_sound = 'sound/weapons/punch3.ogg'
status_flags = 0
mob_size = MOB_SIZE_LARGE
force_threshold = 11
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
create shield walls, rip apart enemies and walls alike, and even deflect energy weapons.</b>"
/mob/living/simple_animal/hostile/construct/armored/hostile //actually hostile, will move around, hit things
AIStatus = AI_ON
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
/mob/living/simple_animal/hostile/construct/armored/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
apply_damage(P.damage * 0.5, P.damage_type)
visible_message("<span class='danger'>The [P.name] is reflected by [src]'s armored shell!</span>", \
"<span class='userdanger'>The [P.name] is reflected by your armored shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
return -1 // complete projectile permutation
return (..(P))
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/hostile/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked, clawed shell constructed to assassinate enemies and sow chaos behind enemy lines."
icon_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
retreat_distance = 2 //AI wraiths will move in and out of combat
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
AIStatus = AI_ON
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/hostile/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining the Cult of Nar-Sie's armies."
icon_state = "artificer"
icon_living = "artificer"
maxHealth = 50
health = 50
response_harm = "viciously beats"
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 5
melee_damage_upper = 5
retreat_distance = 10
minimum_distance = 10 //AI artificers will flee like fuck
attacktext = "rams"
environment_smash = 2
attack_sound = 'sound/weapons/punch2.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
playstyle_string = "<b>You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
use magic missile, repair allied constructs, shades, and yourself (by clicking on them), \
<i>and, most important of all,</i> create new constructs by producing soulstones to capture souls, \
and shells to place those soulstones into.</b>"
can_repair_constructs = TRUE
can_repair_self = TRUE
/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
if(isconstruct(A)) //is it a construct?
var/mob/living/simple_animal/hostile/construct/C = A
if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
return 1
else
return 0
else
return 0
/mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target)
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
return 0
if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible
return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs
/mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
..()
if(isliving(target))
var/mob/living/L = target
if(isconstruct(L) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
LoseTarget()
return 0
if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you
retreat_distance = null
minimum_distance = 1
/mob/living/simple_animal/hostile/construct/builder/Aggro()
..()
if(isconstruct(target)) //oh the target is a construct no need to flee
retreat_distance = null
minimum_distance = 1
/mob/living/simple_animal/hostile/construct/builder/LoseAggro()
..()
retreat_distance = initial(retreat_distance)
minimum_distance = initial(minimum_distance)
/mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs
AIStatus = AI_ON
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
/////////////////////////////Non-cult Artificer/////////////////////////
/mob/living/simple_animal/hostile/construct/builder/noncult
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone/noncult,
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
/////////////////////////////Harvester/////////////////////////
/mob/living/simple_animal/hostile/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "A long, thin construct built to herald Nar-Sie's rise. It'll be all over soon."
icon_state = "harvester"
icon_living = "harvester"
maxHealth = 60
health = 60
sight = SEE_MOBS
melee_damage_lower = 15
melee_damage_upper = 20
attacktext = "butchers"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/area_conversion,
/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
playstyle_string = "<B>You are a Harvester. You are incapable of directly killing humans, but your attacks will remove their limbs: \
Bring those who still cling to this world of illusion back to the Geometer so they may know Truth.</B>"
can_repair_constructs = TRUE
/mob/living/simple_animal/hostile/construct/harvester/Bump(atom/AM)
. = ..()
if(istype(AM, /turf/closed/wall/mineral/cult) && AM != loc) //we can go through cult walls
var/atom/movable/stored_pulling = pulling
if(stored_pulling)
stored_pulling.setDir(get_dir(stored_pulling.loc, loc))
stored_pulling.forceMove(loc)
forceMove(AM)
if(stored_pulling)
start_pulling(stored_pulling, TRUE) //drag anything we're pulling through the wall with us by magic
/mob/living/simple_animal/hostile/construct/harvester/AttackingTarget()
if(iscarbon(target))
var/mob/living/carbon/C = target
var/list/parts = list()
var/undismembermerable_limbs = 0
for(var/X in C.bodyparts)
var/obj/item/bodypart/BP = X
if(BP.body_part != HEAD && BP.body_part != CHEST)
if(BP.dismemberable)
parts += BP
else
undismembermerable_limbs++
if(!LAZYLEN(parts))
if(undismembermerable_limbs) //they have limbs we can't remove, and no parts we can, attack!
return ..()
to_chat(src, "<span class='cultlarge'>\"Bring [C.p_them()] to me.\"</span>")
return FALSE
do_attack_animation(C)
var/obj/item/bodypart/BP = pick(parts)
BP.dismember()
return FALSE
. = ..()
///////////////////////Master-Tracker///////////////////////
/datum/action/innate/seek_master
name = "Seek your Master"
desc = "You and your master share a soul-link that informs you of their location"
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
button_icon_state = "cult_mark"
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/the_construct
/datum/action/innate/seek_master/Grant(var/mob/living/C)
the_construct = C
..()
/datum/action/innate/seek_master/Activate()
if(!the_construct.master)
to_chat(the_construct, "<span class='cultitalic'>You have no master to seek!</span>")
the_construct.seeking = FALSE
return
if(tracking)
tracking = FALSE
the_construct.seeking = FALSE
to_chat(the_construct, "<span class='cultitalic'>You are no longer tracking your master.</span>")
return
else
tracking = TRUE
the_construct.seeking = TRUE
to_chat(the_construct, "<span class='cultitalic'>You are now tracking your master.</span>")
/////////////////////////////ui stuff/////////////////////////////
/mob/living/simple_animal/hostile/construct/update_health_hud()
if(hud_used)
if(health >= maxHealth)
hud_used.healths.icon_state = "[icon_state]_health0"
else if(health > maxHealth*0.8)
hud_used.healths.icon_state = "[icon_state]_health2"
else if(health > maxHealth*0.6)
hud_used.healths.icon_state = "[icon_state]_health3"
else if(health > maxHealth*0.4)
hud_used.healths.icon_state = "[icon_state]_health4"
else if(health > maxHealth*0.2)
hud_used.healths.icon_state = "[icon_state]_health5"
else
hud_used.healths.icon_state = "[icon_state]_health6"
/mob/living/simple_animal/hostile/construct
name = "Construct"
real_name = "Construct"
desc = ""
gender = NEUTER
speak_emote = list("hisses")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
speak_chance = 1
icon = 'icons/mob/mob.dmi'
speed = 0
a_intent = INTENT_HARM
stop_automated_movement = 1
status_flags = CANPUSH
attack_sound = 'sound/weapons/punch1.ogg'
see_in_dark = 7
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = INFINITY
healable = 0
faction = list("cult")
movement_type = FLYING
pressure_resistance = 100
unique_name = 1
AIStatus = AI_OFF //normal constructs don't have AI
loot = list(/obj/item/weapon/ectoplasm)
del_on_death = TRUE
initial_language_holder = /datum/language_holder/construct
deathmessage = "collapses in a shattered heap."
var/list/construct_spells = list()
var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
var/master = null
var/seeking = FALSE
var/can_repair_constructs = FALSE
var/can_repair_self = FALSE
/mob/living/simple_animal/hostile/construct/Initialize()
. = ..()
update_health_hud()
for(var/spell in construct_spells)
AddSpell(new spell(null))
/mob/living/simple_animal/hostile/construct/Login()
..()
to_chat(src, playstyle_string)
/mob/living/simple_animal/hostile/construct/examine(mob/user)
var/t_He = p_they(TRUE)
var/t_s = p_s()
var/msg = "<span class='cult'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
msg += "[desc]\n"
if(health < maxHealth)
msg += "<span class='warning'>"
if(health >= maxHealth/2)
msg += "[t_He] look[t_s] slightly dented.\n"
else
msg += "<b>[t_He] look[t_s] severely dented!</b>\n"
msg += "</span>"
msg += "*---------*</span>"
to_chat(user, msg)
/mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M)
if(isconstruct(M)) //is it a construct?
var/mob/living/simple_animal/hostile/construct/C = M
if(!C.can_repair_constructs || (C == src && !C.can_repair_self))
return
if(health < maxHealth)
adjustHealth(-5)
if(src != M)
Beam(M,icon_state="sendbeam",time=4)
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
else
M.visible_message("<span class='danger'>[M] repairs some of [p_their()] own dents.</span>", \
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
else
if(src != M)
to_chat(M, "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as [p_they()] [p_have()] none!</span>")
else
to_chat(M, "<span class='cult'>You cannot repair your own dents, as you have none!</span>")
else if(src != M)
return ..()
/mob/living/simple_animal/hostile/construct/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/hostile/construct/narsie_act()
return
/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
return 0
/mob/living/simple_animal/hostile/construct/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
if(updating_health)
update_health_hud()
/////////////////Juggernaut///////////////
/mob/living/simple_animal/hostile/construct/armored
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
health = 250
response_harm = "harmlessly punches"
harm_intent_damage = 0
obj_damage = 90
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armored gauntlet into"
speed = 3
environment_smash = 2
attack_sound = 'sound/weapons/punch3.ogg'
status_flags = 0
mob_size = MOB_SIZE_LARGE
force_threshold = 11
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
create shield walls, rip apart enemies and walls alike, and even deflect energy weapons.</b>"
/mob/living/simple_animal/hostile/construct/armored/hostile //actually hostile, will move around, hit things
AIStatus = AI_ON
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
/mob/living/simple_animal/hostile/construct/armored/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
apply_damage(P.damage * 0.5, P.damage_type)
visible_message("<span class='danger'>The [P.name] is reflected by [src]'s armored shell!</span>", \
"<span class='userdanger'>The [P.name] is reflected by your armored shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
return -1 // complete projectile permutation
return (..(P))
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/hostile/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked, clawed shell constructed to assassinate enemies and sow chaos behind enemy lines."
icon_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
retreat_distance = 2 //AI wraiths will move in and out of combat
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
AIStatus = AI_ON
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/hostile/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining the Cult of Nar-Sie's armies."
icon_state = "artificer"
icon_living = "artificer"
maxHealth = 50
health = 50
response_harm = "viciously beats"
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 5
melee_damage_upper = 5
retreat_distance = 10
minimum_distance = 10 //AI artificers will flee like fuck
attacktext = "rams"
environment_smash = 2
attack_sound = 'sound/weapons/punch2.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
playstyle_string = "<b>You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
use magic missile, repair allied constructs, shades, and yourself (by clicking on them), \
<i>and, most important of all,</i> create new constructs by producing soulstones to capture souls, \
and shells to place those soulstones into.</b>"
can_repair_constructs = TRUE
can_repair_self = TRUE
/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
if(isconstruct(A)) //is it a construct?
var/mob/living/simple_animal/hostile/construct/C = A
if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
return 1
else
return 0
else
return 0
/mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target)
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
return 0
if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible
return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs
/mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
..()
if(isliving(target))
var/mob/living/L = target
if(isconstruct(L) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
LoseTarget()
return 0
if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you
retreat_distance = null
minimum_distance = 1
/mob/living/simple_animal/hostile/construct/builder/Aggro()
..()
if(isconstruct(target)) //oh the target is a construct no need to flee
retreat_distance = null
minimum_distance = 1
/mob/living/simple_animal/hostile/construct/builder/LoseAggro()
..()
retreat_distance = initial(retreat_distance)
minimum_distance = initial(minimum_distance)
/mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs
AIStatus = AI_ON
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
/////////////////////////////Non-cult Artificer/////////////////////////
/mob/living/simple_animal/hostile/construct/builder/noncult
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone/noncult,
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
/////////////////////////////Harvester/////////////////////////
/mob/living/simple_animal/hostile/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "A long, thin construct built to herald Nar-Sie's rise. It'll be all over soon."
icon_state = "harvester"
icon_living = "harvester"
maxHealth = 60
health = 60
sight = SEE_MOBS
melee_damage_lower = 15
melee_damage_upper = 20
attacktext = "butchers"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/area_conversion,
/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
playstyle_string = "<B>You are a Harvester. You are incapable of directly killing humans, but your attacks will remove their limbs: \
Bring those who still cling to this world of illusion back to the Geometer so they may know Truth.</B>"
can_repair_constructs = TRUE
/mob/living/simple_animal/hostile/construct/harvester/Bump(atom/AM)
. = ..()
if(istype(AM, /turf/closed/wall/mineral/cult) && AM != loc) //we can go through cult walls
var/atom/movable/stored_pulling = pulling
if(stored_pulling)
stored_pulling.setDir(get_dir(stored_pulling.loc, loc))
stored_pulling.forceMove(loc)
forceMove(AM)
if(stored_pulling)
start_pulling(stored_pulling, TRUE) //drag anything we're pulling through the wall with us by magic
/mob/living/simple_animal/hostile/construct/harvester/AttackingTarget()
if(iscarbon(target))
var/mob/living/carbon/C = target
var/list/parts = list()
var/undismembermerable_limbs = 0
for(var/X in C.bodyparts)
var/obj/item/bodypart/BP = X
if(BP.body_part != HEAD && BP.body_part != CHEST)
if(BP.dismemberable)
parts += BP
else
undismembermerable_limbs++
if(!LAZYLEN(parts))
if(undismembermerable_limbs) //they have limbs we can't remove, and no parts we can, attack!
return ..()
to_chat(src, "<span class='cultlarge'>\"Bring [C.p_them()] to me.\"</span>")
return FALSE
do_attack_animation(C)
var/obj/item/bodypart/BP = pick(parts)
BP.dismember()
return FALSE
. = ..()
///////////////////////Master-Tracker///////////////////////
/datum/action/innate/seek_master
name = "Seek your Master"
desc = "You and your master share a soul-link that informs you of their location"
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
button_icon_state = "cult_mark"
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/the_construct
/datum/action/innate/seek_master/Grant(var/mob/living/C)
the_construct = C
..()
/datum/action/innate/seek_master/Activate()
if(!the_construct.master)
to_chat(the_construct, "<span class='cultitalic'>You have no master to seek!</span>")
the_construct.seeking = FALSE
return
if(tracking)
tracking = FALSE
the_construct.seeking = FALSE
to_chat(the_construct, "<span class='cultitalic'>You are no longer tracking your master.</span>")
return
else
tracking = TRUE
the_construct.seeking = TRUE
to_chat(the_construct, "<span class='cultitalic'>You are now tracking your master.</span>")
/////////////////////////////ui stuff/////////////////////////////
/mob/living/simple_animal/hostile/construct/update_health_hud()
if(hud_used)
if(health >= maxHealth)
hud_used.healths.icon_state = "[icon_state]_health0"
else if(health > maxHealth*0.8)
hud_used.healths.icon_state = "[icon_state]_health2"
else if(health > maxHealth*0.6)
hud_used.healths.icon_state = "[icon_state]_health3"
else if(health > maxHealth*0.4)
hud_used.healths.icon_state = "[icon_state]_health4"
else if(health > maxHealth*0.2)
hud_used.healths.icon_state = "[icon_state]_health5"
else
hud_used.healths.icon_state = "[icon_state]_health6"
@@ -44,10 +44,10 @@
return TRUE //this doesn't make much sense; you'd thing TRUE would mean it'd process spacemove but it means it doesn't
/mob/living/simple_animal/shade/attack_animal(mob/living/simple_animal/M)
if(isconstruct(M))
var/mob/living/simple_animal/hostile/construct/C = M
if(!C.can_repair_constructs)
return
if(isconstruct(M))
var/mob/living/simple_animal/hostile/construct/C = M
if(!C.can_repair_constructs)
return
if(health < maxHealth)
adjustHealth(-25)
Beam(M,icon_state="sendbeam",time=4)