[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:
committed by
Poojawa
parent
30279b7f55
commit
a317d23a51
File diff suppressed because it is too large
Load Diff
@@ -1,21 +1,21 @@
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/atom/proc/investigate_log(message, subject)
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if(!message || !subject)
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return
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var/F = file("[GLOB.log_directory]/[subject].html")
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F << "<small>[time_stamp()] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
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/client/proc/investigate_show( subject in list("hrefs","notes, memos, watchlist","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter", "atmos", "experimentor", "botany") )
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set name = "Investigate"
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set category = "Admin"
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if(!holder)
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return
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switch(subject)
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if("notes, memos, watchlist")
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browse_messages()
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else
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var/F = file("[GLOB.log_directory]/[subject].html")
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if(!fexists(F))
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to_chat(src, "<span class='danger'>No [subject] logfile was found.</span>")
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return
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src << browse(F,"window=investigate[subject];size=800x300")
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/atom/proc/investigate_log(message, subject)
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if(!message || !subject)
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return
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var/F = file("[GLOB.log_directory]/[subject].html")
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F << "<small>[time_stamp()] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
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/client/proc/investigate_show( subject in list("hrefs","notes, memos, watchlist","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter", "atmos", "experimentor", "botany") )
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set name = "Investigate"
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set category = "Admin"
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if(!holder)
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return
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switch(subject)
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if("notes, memos, watchlist")
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browse_messages()
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else
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var/F = file("[GLOB.log_directory]/[subject].html")
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if(!fexists(F))
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to_chat(src, "<span class='danger'>No [subject] logfile was found.</span>")
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return
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src << browse(F,"window=investigate[subject];size=800x300")
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@@ -1,134 +1,134 @@
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/obj/machinery/meter
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name = "gas flow meter"
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desc = "It measures something."
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icon = 'icons/obj/meter.dmi'
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icon_state = "meterX"
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var/atom/target = null
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anchored = 1
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power_channel = ENVIRON
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var/frequency = 0
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var/id_tag
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 4
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obj_integrity = 150
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max_integrity = 150
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
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/obj/machinery/meter/Initialize(mapload)
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. = ..()
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SSair.atmos_machinery += src
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if (mapload && !target)
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target = locate(/obj/machinery/atmospherics/pipe) in loc
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/obj/machinery/meter/Destroy()
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SSair.atmos_machinery -= src
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src.target = null
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return ..()
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/obj/machinery/meter/process_atmos()
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if(!target)
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icon_state = "meterX"
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return 0
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if(stat & (BROKEN|NOPOWER))
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icon_state = "meter0"
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return 0
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use_power(5)
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var/datum/gas_mixture/environment = target.return_air()
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if(!environment)
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icon_state = "meterX"
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return 0
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var/env_pressure = environment.return_pressure()
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if(env_pressure <= 0.15*ONE_ATMOSPHERE)
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icon_state = "meter0"
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else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
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icon_state = "meter1_[val]"
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else if(env_pressure <= 30*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
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icon_state = "meter2_[val]"
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else if(env_pressure <= 59*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
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icon_state = "meter3_[val]"
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else
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icon_state = "meter4"
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if(frequency)
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var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
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if(!radio_connection)
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return
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var/datum/signal/signal = new
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signal.source = src
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signal.transmission_method = 1
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signal.data = list(
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"id_tag" = id_tag,
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"device" = "AM",
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"pressure" = round(env_pressure),
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"sigtype" = "status"
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)
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radio_connection.post_signal(src, signal)
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/obj/machinery/meter/proc/status()
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var/t = ""
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if (src.target)
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var/datum/gas_mixture/environment = target.return_air()
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if(environment)
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t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]°C)"
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else
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t += "The sensor error light is blinking."
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else
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t += "The connect error light is blinking."
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return t
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/obj/machinery/meter/examine(mob/user)
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..()
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to_chat(user, status())
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/obj/machinery/meter/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
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if (do_after(user, 40*W.toolspeed, target = src))
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user.visible_message( \
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"[user] unfastens \the [src].", \
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"<span class='notice'>You unfasten \the [src].</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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new /obj/item/pipe_meter(src.loc)
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qdel(src)
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else
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return ..()
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/obj/machinery/meter/attack_ai(mob/user)
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return src.attack_hand(user)
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/obj/machinery/meter/attack_paw(mob/user)
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return src.attack_hand(user)
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/obj/machinery/meter/attack_hand(mob/user)
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if(stat & (NOPOWER|BROKEN))
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return 1
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else
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to_chat(usr, status())
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return 1
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/obj/machinery/meter/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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new /obj/item/pipe_meter(loc)
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qdel(src)
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// TURF METER - REPORTS A TILE'S AIR CONTENTS
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// why are you yelling?
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/obj/machinery/meter/turf
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/obj/machinery/meter/turf/Initialize()
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..()
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src.target = loc
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/obj/machinery/meter
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name = "gas flow meter"
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desc = "It measures something."
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icon = 'icons/obj/meter.dmi'
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icon_state = "meterX"
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var/atom/target = null
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anchored = 1
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power_channel = ENVIRON
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var/frequency = 0
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var/id_tag
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 4
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obj_integrity = 150
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max_integrity = 150
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
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/obj/machinery/meter/Initialize(mapload)
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. = ..()
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SSair.atmos_machinery += src
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if (mapload && !target)
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target = locate(/obj/machinery/atmospherics/pipe) in loc
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/obj/machinery/meter/Destroy()
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SSair.atmos_machinery -= src
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src.target = null
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return ..()
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/obj/machinery/meter/process_atmos()
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if(!target)
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icon_state = "meterX"
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return 0
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if(stat & (BROKEN|NOPOWER))
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icon_state = "meter0"
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return 0
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use_power(5)
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var/datum/gas_mixture/environment = target.return_air()
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if(!environment)
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icon_state = "meterX"
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return 0
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var/env_pressure = environment.return_pressure()
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if(env_pressure <= 0.15*ONE_ATMOSPHERE)
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icon_state = "meter0"
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else if(env_pressure <= 1.8*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*0.3) + 0.5)
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icon_state = "meter1_[val]"
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else if(env_pressure <= 30*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*5)-0.35) + 1
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icon_state = "meter2_[val]"
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else if(env_pressure <= 59*ONE_ATMOSPHERE)
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var/val = round(env_pressure/(ONE_ATMOSPHERE*5) - 6) + 1
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icon_state = "meter3_[val]"
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else
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icon_state = "meter4"
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if(frequency)
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var/datum/radio_frequency/radio_connection = SSradio.return_frequency(frequency)
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if(!radio_connection)
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return
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var/datum/signal/signal = new
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signal.source = src
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signal.transmission_method = 1
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signal.data = list(
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"id_tag" = id_tag,
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"device" = "AM",
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"pressure" = round(env_pressure),
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"sigtype" = "status"
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)
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radio_connection.post_signal(src, signal)
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/obj/machinery/meter/proc/status()
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var/t = ""
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if (src.target)
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var/datum/gas_mixture/environment = target.return_air()
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if(environment)
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t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)] K ([round(environment.temperature-T0C,0.01)]°C)"
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else
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t += "The sensor error light is blinking."
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else
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t += "The connect error light is blinking."
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return t
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/obj/machinery/meter/examine(mob/user)
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..()
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to_chat(user, status())
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/obj/machinery/meter/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
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if (do_after(user, 40*W.toolspeed, target = src))
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user.visible_message( \
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"[user] unfastens \the [src].", \
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"<span class='notice'>You unfasten \the [src].</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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new /obj/item/pipe_meter(src.loc)
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qdel(src)
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else
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return ..()
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/obj/machinery/meter/attack_ai(mob/user)
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return src.attack_hand(user)
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/obj/machinery/meter/attack_paw(mob/user)
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return src.attack_hand(user)
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/obj/machinery/meter/attack_hand(mob/user)
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if(stat & (NOPOWER|BROKEN))
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return 1
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else
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to_chat(usr, status())
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return 1
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/obj/machinery/meter/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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new /obj/item/pipe_meter(loc)
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qdel(src)
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// TURF METER - REPORTS A TILE'S AIR CONTENTS
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// why are you yelling?
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/obj/machinery/meter/turf
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/obj/machinery/meter/turf/Initialize()
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..()
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src.target = loc
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@@ -1,309 +1,309 @@
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//Academy Items
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/obj/singularity/academy
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dissipate = 0
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move_self = 0
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grav_pull = 1
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/obj/singularity/academy/admin_investigate_setup()
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return
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/obj/singularity/academy/process()
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eat()
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if(prob(1))
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mezzer()
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/obj/item/clothing/glasses/meson/truesight
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name = "The Lens of Truesight"
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desc = "I can see forever!"
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icon_state = "monocle"
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item_state = "headset"
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/obj/structure/academy_wizard_spawner
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name = "Academy Defensive System"
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desc = "Made by Abjuration Inc"
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icon = 'icons/obj/cult.dmi'
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icon_state = "forge"
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anchored = 1
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obj_integrity = 200
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max_integrity = 200
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var/mob/living/current_wizard = null
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var/next_check = 0
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var/cooldown = 600
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var/faction = "wizard"
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var/braindead_check = 0
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/obj/structure/academy_wizard_spawner/New()
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START_PROCESSING(SSobj, src)
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/obj/structure/academy_wizard_spawner/Destroy()
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if(!broken)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/structure/academy_wizard_spawner/process()
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if(next_check < world.time)
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if(!current_wizard)
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for(var/mob/living/L in GLOB.player_list)
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if(L.z == src.z && L.stat != DEAD && !(faction in L.faction))
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summon_wizard()
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break
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else
|
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if(current_wizard.stat == DEAD)
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current_wizard = null
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summon_wizard()
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if(!current_wizard.client)
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if(!braindead_check)
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braindead_check = 1
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else
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braindead_check = 0
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give_control()
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next_check = world.time + cooldown
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/obj/structure/academy_wizard_spawner/proc/give_control()
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set waitfor = FALSE
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if(!current_wizard)
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return
|
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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)
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var/mob/dead/observer/chosen = null
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if(candidates.len)
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chosen = pick(candidates)
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message_admins("[key_name_admin(chosen)] was spawned as Wizard Academy Defender")
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current_wizard.ghostize() // on the off chance braindead defender gets back in
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current_wizard.key = chosen.key
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/obj/structure/academy_wizard_spawner/proc/summon_wizard()
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var/turf/T = src.loc
|
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var/mob/living/carbon/human/wizbody = new(T)
|
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wizbody.equipOutfit(/datum/outfit/wizard/academy)
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var/obj/item/weapon/implant/exile/Implant = new/obj/item/weapon/implant/exile(wizbody)
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Implant.implant(wizbody)
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wizbody.faction |= "wizard"
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wizbody.real_name = "Academy Teacher"
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wizbody.name = "Academy Teacher"
|
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var/datum/mind/wizmind = new /datum/mind()
|
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wizmind.name = "Wizard Defender"
|
||||
wizmind.special_role = "Academy Defender"
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var/datum/objective/O = new("Protect Wizard Academy from the intruders")
|
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wizmind.objectives += O
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wizmind.transfer_to(wizbody)
|
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SSticker.mode.wizards |= wizmind
|
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|
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wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt)
|
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wizmind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
|
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wizmind.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball)
|
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|
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current_wizard = wizbody
|
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|
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give_control()
|
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/obj/structure/academy_wizard_spawner/deconstruct(disassembled = TRUE)
|
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if(!broken)
|
||||
broken = 1
|
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visible_message("<span class='warning'>[src] breaks down!</span>")
|
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icon_state = "forge_off"
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
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/datum/outfit/wizard/academy
|
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name = "Academy Wizard"
|
||||
r_pocket = null
|
||||
r_hand = null
|
||||
suit = /obj/item/clothing/suit/wizrobe/red
|
||||
head = /obj/item/clothing/head/wizard/red
|
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backpack_contents = list(/obj/item/weapon/storage/box/survival = 1)
|
||||
|
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/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
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||||
reusable = 0
|
||||
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||||
/obj/item/weapon/dice/d20/fate/diceroll(mob/user)
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..()
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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
|
||||
|
||||
+1643
-1643
File diff suppressed because it is too large
Load Diff
+161
-161
@@ -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
@@ -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
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user