# Conflicts:
#	icons/mob/clothing/belt.dmi
#	icons/obj/clothing/belts.dmi
This commit is contained in:
zerothebigboy
2020-10-11 01:19:18 -04:00
86 changed files with 1010 additions and 387 deletions
+51 -51
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@@ -1,54 +1,54 @@
// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_GREEN_GRAY "#99BB76"
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
#define COLOR_PALE_GREEN_GRAY "#B7D993"
#define COLOR_PALE_ORANGE "#FFC066"
#define COLOR_PALE_RED_GRAY "#D59998"
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
#define COLOR_PURPLE_GRAY "#AE8CA8"
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_GREEN_GRAY "#99BB76"
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
#define COLOR_PALE_GREEN_GRAY "#B7D993"
#define COLOR_PALE_ORANGE "#FFC066"
#define COLOR_PALE_RED_GRAY "#D59998"
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
#define COLOR_PURPLE_GRAY "#AE8CA8"
//Color defines used by the assembly detailer.
#define COLOR_ASSEMBLY_BLACK "#545454"
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
#define COLOR_ASSEMBLY_RED "#CC4242"
#define COLOR_ASSEMBLY_ORANGE "#E39751"
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
#define COLOR_ASSEMBLY_BROWN "#97670E"
#define COLOR_ASSEMBLY_GOLD "#AA9100"
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
#define COLOR_ASSEMBLY_GURKHA "#999875"
#define COLOR_ASSEMBLY_LGREEN "#789876"
#define COLOR_ASSEMBLY_GREEN "#44843C"
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
// Color defines used by the assembly detailer.
#define COLOR_ASSEMBLY_BLACK "#545454"
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
#define COLOR_ASSEMBLY_RED "#CC4242"
#define COLOR_ASSEMBLY_ORANGE "#E39751"
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
#define COLOR_ASSEMBLY_BROWN "#97670E"
#define COLOR_ASSEMBLY_GOLD "#AA9100"
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
#define COLOR_ASSEMBLY_GURKHA "#999875"
#define COLOR_ASSEMBLY_LGREEN "#789876"
#define COLOR_ASSEMBLY_GREEN "#44843C"
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
+171 -171
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@@ -1,17 +1,17 @@
/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
//Misc mob defines
// Misc mob defines
//Ready states at roundstart for mob/dead/new_player
// Ready states at roundstart for mob/dead/new_player
#define PLAYER_NOT_READY 0
#define PLAYER_READY_TO_PLAY 1
#define PLAYER_READY_TO_OBSERVE 2
//movement intent defines for the m_intent var
// movement intent defines for the m_intent var
#define MOVE_INTENT_WALK "walk"
#define MOVE_INTENT_RUN "run"
//Blood levels
// Blood levels
#define BLOOD_VOLUME_MAX_LETHAL 2150
#define BLOOD_VOLUME_EXCESS 2100
#define BLOOD_VOLUME_MAXIMUM 2000
@@ -22,34 +22,34 @@
#define BLOOD_VOLUME_BAD 224
#define BLOOD_VOLUME_SURVIVE 122
//Sizes of mobs, used by mob/living/var/mob_size
// Sizes of mobs, used by mob/living/var/mob_size
#define MOB_SIZE_TINY 0
#define MOB_SIZE_SMALL 1
#define MOB_SIZE_HUMAN 2
#define MOB_SIZE_LARGE 3
//Ventcrawling defines
// Ventcrawling defines
#define VENTCRAWLER_NONE 0
#define VENTCRAWLER_NUDE 1
#define VENTCRAWLER_ALWAYS 2
//Bloodcrawling defines
// Bloodcrawling defines
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
//Mob bio-types flags
#define MOB_ORGANIC (1 << 0)
// Mob bio-types flags
#define MOB_ORGANIC (1 << 0)
#define MOB_MINERAL (1 << 1)
#define MOB_ROBOTIC (1 << 2)
#define MOB_ROBOTIC (1 << 2)
#define MOB_UNDEAD (1 << 3)
#define MOB_HUMANOID (1 << 4)
#define MOB_BUG (1 << 5)
#define MOB_HUMANOID (1 << 4)
#define MOB_BUG (1 << 5)
#define MOB_BEAST (1 << 6)
#define MOB_EPIC (1 << 7) //megafauna
#define MOB_EPIC (1 << 7) // Megafauna
#define MOB_REPTILE (1 << 8)
#define MOB_SPIRIT (1 << 9)
//Organ defines for carbon mobs
// Organ defines for carbon mobs
#define ORGAN_ORGANIC 1
#define ORGAN_ROBOTIC 2
@@ -66,194 +66,194 @@
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
#define MONKEY_BODYPART "monkey"
#define ALIEN_BODYPART "alien"
#define LARVA_BODYPART "larva"
#define DEVIL_BODYPART "devil"
#define ALIEN_BODYPART "alien"
#define LARVA_BODYPART "larva"
#define DEVIL_BODYPART "devil"
/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
// Health/damage defines for carbon mobs
#define HUMAN_MAX_OXYLOSS 3
#define HUMAN_CRIT_MAX_OXYLOSS (SSmobs.wait/30)
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 460K point and you are on fire
#define HEAT_DAMAGE_LEVEL_1 2 // Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 3 // Amount of damage applied when your body temperature passes the 400K point
#define HEAT_DAMAGE_LEVEL_3 8 // Amount of damage applied when your body temperature passes the 460K point and you are on fire
#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point
#define COLD_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when your body temperature just passes the 260.15k safety point
#define COLD_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when your body temperature passes the 200K point
#define COLD_DAMAGE_LEVEL_3 3 // Amount of damage applied when your body temperature passes the 120K point
//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point
// Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2 // Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
#define HEAT_GAS_DAMAGE_LEVEL_2 4 // Amount of damage applied when the current breath's temperature passes the 400K point
#define HEAT_GAS_DAMAGE_LEVEL_3 8 // Amount of damage applied when the current breath's temperature passes the 1000K point
#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
#define COLD_GAS_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 // Amount of damage applied when the current breath's temperature passes the 120K point
//Brain Damage defines
#define BRAIN_DAMAGE_MILD 20
// Brain Damage defines
#define BRAIN_DAMAGE_MILD 20
#define BRAIN_DAMAGE_SEVERE 100
#define BRAIN_DAMAGE_DEATH 200
#define BRAIN_DAMAGE_DEATH 200
#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
#define BRAIN_TRAUMA_MAGIC /datum/brain_trauma/magic
#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
#define TRAUMA_RESILIENCE_BASIC 1 // Curable with chems
#define TRAUMA_RESILIENCE_SURGERY 2 // Curable with brain surgery
#define TRAUMA_RESILIENCE_LOBOTOMY 3 // Curable with lobotomy
#define TRAUMA_RESILIENCE_WOUND 4 // Curable by healing the head wound
#define TRAUMA_RESILIENCE_MAGIC 5 // Curable only with magic
#define TRAUMA_RESILIENCE_ABSOLUTE 6 // This is here to stay
//Limit of traumas for each resilience tier
#define TRAUMA_LIMIT_BASIC 3
#define TRAUMA_LIMIT_SURGERY 2
#define TRAUMA_LIMIT_WOUND 2
// Limit of traumas for each resilience tier
#define TRAUMA_LIMIT_BASIC 3
#define TRAUMA_LIMIT_SURGERY 2
#define TRAUMA_LIMIT_WOUND 2
#define TRAUMA_LIMIT_LOBOTOMY 3
#define TRAUMA_LIMIT_MAGIC 3
#define TRAUMA_LIMIT_MAGIC 3
#define TRAUMA_LIMIT_ABSOLUTE INFINITY
#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
//Surgery Defines
// Surgery Defines
#define BIOWARE_GENERIC "generic"
#define BIOWARE_NERVES "nerves"
#define BIOWARE_CIRCULATION "circulation"
#define BIOWARE_LIGAMENTS "ligaments"
//Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
#define SCREWYHUD_CRIT 1
#define SCREWYHUD_DEAD 2
// Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
#define SCREWYHUD_CRIT 1
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
//Threshold levels for beauty for humans
// Threshold levels for beauty for humans
#define BEAUTY_LEVEL_HORRID -66
#define BEAUTY_LEVEL_BAD -33
#define BEAUTY_LEVEL_DECENT 33
#define BEAUTY_LEVEL_GOOD 66
#define BEAUTY_LEVEL_GREAT 100
#define BEAUTY_LEVEL_BAD -33
#define BEAUTY_LEVEL_DECENT 33
#define BEAUTY_LEVEL_GOOD 66
#define BEAUTY_LEVEL_GREAT 100
//Moods levels for humans
#define MOOD_LEVEL_HAPPY4 15
#define MOOD_LEVEL_HAPPY3 10
#define MOOD_LEVEL_HAPPY2 6
#define MOOD_LEVEL_HAPPY1 2
#define MOOD_LEVEL_NEUTRAL 0
#define MOOD_LEVEL_SAD1 -3
#define MOOD_LEVEL_SAD2 -12
#define MOOD_LEVEL_SAD3 -18
#define MOOD_LEVEL_SAD4 -25
// Moods levels for humans
#define MOOD_LEVEL_HAPPY4 15
#define MOOD_LEVEL_HAPPY3 10
#define MOOD_LEVEL_HAPPY2 6
#define MOOD_LEVEL_HAPPY1 2
#define MOOD_LEVEL_NEUTRAL 0
#define MOOD_LEVEL_SAD1 -3
#define MOOD_LEVEL_SAD2 -12
#define MOOD_LEVEL_SAD3 -18
#define MOOD_LEVEL_SAD4 -25
//Sanity levels for humans
#define SANITY_AMAZING 150
#define SANITY_GREAT 125
#define SANITY_NEUTRAL 100
// Sanity levels for humans
#define SANITY_AMAZING 150
#define SANITY_GREAT 125
#define SANITY_NEUTRAL 100
#define SANITY_DISTURBED 75
#define SANITY_UNSTABLE 50
#define SANITY_CRAZY 25
#define SANITY_INSANE 0
#define SANITY_UNSTABLE 50
#define SANITY_CRAZY 25
#define SANITY_INSANE 0
//Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550
// Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550
#define NUTRITION_LEVEL_WELL_FED 450
#define NUTRITION_LEVEL_FED 350
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_FED 350
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_STARVING 150
#define NUTRITION_LEVEL_START_MIN 250
#define NUTRITION_LEVEL_START_MAX 400
//Disgust levels for humans
#define DISGUST_LEVEL_MAXEDOUT 150
#define DISGUST_LEVEL_DISGUSTED 75
#define DISGUST_LEVEL_VERYGROSS 50
#define DISGUST_LEVEL_GROSS 25
// Disgust levels for humans
#define DISGUST_LEVEL_MAXEDOUT 150
#define DISGUST_LEVEL_DISGUSTED 75
#define DISGUST_LEVEL_VERYGROSS 50
#define DISGUST_LEVEL_GROSS 25
//Charge levels for Ethereals
#define ETHEREAL_CHARGE_NONE 0
#define ETHEREAL_CHARGE_LOWPOWER 20
#define ETHEREAL_CHARGE_NORMAL 50
// Charge levels for Ethereals
#define ETHEREAL_CHARGE_NONE 0
#define ETHEREAL_CHARGE_LOWPOWER 20
#define ETHEREAL_CHARGE_NORMAL 50
#define ETHEREAL_CHARGE_ALMOSTFULL 75
#define ETHEREAL_CHARGE_FULL 100
#define ETHEREAL_CHARGE_OVERLOAD 125
#define ETHEREAL_CHARGE_FULL 100
#define ETHEREAL_CHARGE_OVERLOAD 125
#define ETHEREAL_CHARGE_DANGEROUS 150
//Slime evolution threshold. Controls how fast slimes can split/grow
// Slime evolution threshold. Controls how fast slimes can split/grow
#define SLIME_EVOLUTION_THRESHOLD 10
//Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
// Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
#define SLIME_EXTRACT_CROSSING_REQUIRED 10
//Slime commands defines
#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
// Slime commands defines
#define SLIME_FRIENDSHIP_FOLLOW 3 // Min friendship to order it to follow
#define SLIME_FRIENDSHIP_STOPEAT 5 // Min friendship to order it to stop eating someone
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 // Min friendship to order it to stop eating someone without it losing friendship
#define SLIME_FRIENDSHIP_STOPCHASE 4 // Min friendship to order it to stop chasing someone (their target)
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 // Min friendship to order it to stop chasing someone (their target) without it losing friendship
#define SLIME_FRIENDSHIP_STAY 3 // Min friendship to order it to stay
#define SLIME_FRIENDSHIP_ATTACK 8 // Min friendship to order it to attack
//Sentience types, to prevent things like sentience potions from giving bosses sentience
#define SENTIENCE_ORGANIC 1
// Sentience types, to prevent things like sentience potions from giving bosses sentience
#define SENTIENCE_ORGANIC 1
#define SENTIENCE_ARTIFICIAL 2
// #define SENTIENCE_OTHER 3 unused
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
//#define SENTIENCE_OTHER 3 // Unused
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
//Mob AI Status
// Mob AI Status
//Hostile simple animals
//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
// Hostile simple animals
// If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
#define AI_ON 1
#define AI_IDLE 2
#define AI_OFF 3
#define AI_Z_OFF 4
//determines if a mob can smash through it
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) //crates, lockers, ect
#define ENVIRONMENT_SMASH_WALLS (1<<1) //walls
#define ENVIRONMENT_SMASH_RWALLS (1<<2) //rwalls
// determines if a mob can smash through it
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) // crates, lockers, ect
#define ENVIRONMENT_SMASH_WALLS (1<<1) // walls
#define ENVIRONMENT_SMASH_RWALLS (1<<2) // rwalls
#define NO_SLIP_WHEN_WALKING (1<<0)
#define SLIDE (1<<1)
#define GALOSHES_DONT_HELP (1<<2)
#define FLYING_DOESNT_HELP (1<<3)
#define SLIDE_ICE (1<<4)
#define SLIP_WHEN_CRAWLING (1<<5) //clown planet ruin amongst others
#define SLIP_WHEN_JOGGING (1<<6) //slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
#define NO_SLIP_WHEN_WALKING (1<<0)
#define SLIDE (1<<1)
#define GALOSHES_DONT_HELP (1<<2)
#define FLYING_DOESNT_HELP (1<<3)
#define SLIDE_ICE (1<<4)
#define SLIP_WHEN_CRAWLING (1<<5) // clown planet ruin amongst others
#define SLIP_WHEN_JOGGING (1<<6) // slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
#define MAX_CHICKENS 50
///Flags used by the flags parameter of electrocute act.
// /Flags used by the flags parameter of electrocute act.
///Makes it so that the shock doesn't take gloves into account.
#define SHOCK_NOGLOVES (1 << 0)
///Used when the shock is from a tesla bolt.
#define SHOCK_TESLA (1 << 1)
///Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
#define SHOCK_ILLUSION (1 << 2)
///The shock doesn't stun.
#define SHOCK_NOSTUN (1 << 3)
// /Makes it so that the shock doesn't take gloves into account.
#define SHOCK_NOGLOVES (1 << 0)
// /Used when the shock is from a tesla bolt.
#define SHOCK_TESLA (1 << 1)
// /Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
#define SHOCK_ILLUSION (1 << 2)
// /The shock doesn't stun.
#define SHOCK_NOSTUN (1 << 3)
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
//Secbot and ED209 judgement criteria bitflag values
// Secbot and ED209 judgement criteria bitflag values
#define JUDGE_EMAGGED (1<<0)
#define JUDGE_IDCHECK (1<<1)
#define JUDGE_WEAPONCHECK (1<<2)
#define JUDGE_RECORDCHECK (1<<3)
//ED209's ignore monkeys
// ED209's ignore monkeys
#define JUDGE_IGNOREMONKEYS (1<<4)
#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
@@ -262,45 +262,45 @@
// Offsets defines
#define OFFSET_UNIFORM "uniform"
#define OFFSET_ID "id"
#define OFFSET_GLOVES "gloves"
#define OFFSET_GLASSES "glasses"
#define OFFSET_EARS "ears"
#define OFFSET_SHOES "shoes"
#define OFFSET_S_STORE "s_store"
#define OFFSET_FACEMASK "mask"
#define OFFSET_HEAD "head"
#define OFFSET_EYES "eyes"
#define OFFSET_LIPS "lips"
#define OFFSET_BELT "belt"
#define OFFSET_BACK "back"
#define OFFSET_SUIT "suit"
#define OFFSET_NECK "neck"
#define OFFSET_HAIR "hair"
#define OFFSET_FHAIR "fhair"
#define OFFSET_MUTPARTS "mutantparts"
#define OFFSET_UNIFORM "uniform"
#define OFFSET_ID "id"
#define OFFSET_GLOVES "gloves"
#define OFFSET_GLASSES "glasses"
#define OFFSET_EARS "ears"
#define OFFSET_SHOES "shoes"
#define OFFSET_S_STORE "s_store"
#define OFFSET_FACEMASK "mask"
#define OFFSET_HEAD "head"
#define OFFSET_EYES "eyes"
#define OFFSET_LIPS "lips"
#define OFFSET_BELT "belt"
#define OFFSET_BACK "back"
#define OFFSET_SUIT "suit"
#define OFFSET_NECK "neck"
#define OFFSET_HAIR "hair"
#define OFFSET_FHAIR "fhair"
#define OFFSET_MUTPARTS "mutantparts"
//MINOR TWEAKS/MISC
#define AGE_MIN 18 //youngest a character can be //CITADEL EDIT - 17 --> 18
#define AGE_MAX 85 //oldest a character can be
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
// MINOR TWEAKS/MISC
#define AGE_MIN 18 // youngest a character can be // CITADEL EDIT - 17 --> 18
#define AGE_MAX 85 // oldest a character can be
#define WIZARD_AGE_MIN 30 // youngest a wizard can be
#define APPRENTICE_AGE_MIN 29 // youngest an apprentice can be
#define SHOES_SLOWDOWN 0 // How much shoes slow you down by default. Negative values speed you up
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
#define POCKET_STRIP_DELAY 40 // time taken (in deciseconds) to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 // the amount of damage that airlocks deal when they crush you
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
#define ETHEREAL_CHARGE_FACTOR 0.08 //factor at which ethereal's charge decreases
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
#define HUNGER_FACTOR 0.1 // factor at which mob nutrition decreases
#define ETHEREAL_CHARGE_FACTOR 0.08 // factor at which ethereal's charge decreases
#define REAGENTS_METABOLISM 0.4 // How many units of reagent are consumed per tick, by default.
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
// Roundstart trait system
#define MAX_QUIRKS 6 //The maximum amount of quirks one character can have at roundstart
#define MAX_QUIRKS 6 // The maximum amount of quirks one character can have at roundstart
#define MAX_REVIVE_FIRE_DAMAGE 180
#define MAX_REVIVE_FIRE_DAMAGE 180
#define MAX_REVIVE_BRUTE_DAMAGE 180
// AI Toggles
@@ -308,28 +308,28 @@
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
// /obj/item/bodypart on_mob_life() retval flag
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define TYPING_INDICATOR_TIMEOUT 20 MINUTES
#define GRAB_PIXEL_SHIFT_PASSIVE 6
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
#define GRAB_PIXEL_SHIFT_NECK 16
#define GRAB_PIXEL_SHIFT_PASSIVE 6
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
#define GRAB_PIXEL_SHIFT_NECK 16
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
/// Field of vision defines.
// / Field of vision defines.
#define FOV_90_DEGREES 90
#define FOV_180_DEGREES 180
#define FOV_270_DEGREES 270
/// How far away you can be to make eye contact with someone while examining
// / How far away you can be to make eye contact with someone while examining
#define EYE_CONTACT_RANGE 5
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
// / If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
#define EXAMINE_MORE_TIME 1 SECONDS
#define SILENCE_RANGED_MESSAGE (1<<0)
#define SILENCE_RANGED_MESSAGE (1<<0)
+50
View File
@@ -0,0 +1,50 @@
// Species ID Defines ---------------------------
#define SPECIES_ABDUCTOR "abductor"
#define SPECIES_ANDROID "android"
#define SPECIES_ANGEL "angel"
#define SPECIES_MAMMAL "mammal"
#define SPECIES_INSECT "insect"
#define SPECIES_DULLAHAN "dullahan"
#define SPECIES_DWARF "dwarf"
#define SPECIES_ETHEREAL "ethereal"
#define SPECIES_FELINID "felinid"
#define SPECIES_FLY "fly"
#define SPECIES_GOLEM "golem"
#define SPECIES_HUMAN "human"
#define SPECIES_IPC "ipc"
#define SPECIES_JELLY "jelly"
#define SPECIES_SLIME "slime"
#define SPECIES_SLIME_HYBRID "slimeperson"
#define SPECIES_SLIME_LUMI "slimelumi"
#define SPECIES_STARGAZER "stargazer"
#define SPECIES_LIZARD "lizard"
#define SPECIES_ASHWALKER "ashlizard"
#define SPECIES_MUSHROOM "mush"
#define SPECIES_PLASMAMAN "plasmaman"
#define SPECIES_POD "pod"
#define SPECIES_POD_WEAK "podweak"
#define SPECIES_SHADOW "shadow"
#define SPECIES_NIGHTMARE "nightmare"
#define SPECIES_SKELETON "skeleton"
#define SPECIES_SKELETON_SPACE "spaceskeleton"
#define SPECIES_SYNTH_LIZARD "synthliz"
#define SPECIES_SYNTH "synth"
#define SPECIES_SYNTH_MIL "military_synth"
#define SPECIES_VAMPIRE "vampire"
#define SPECIES_XENOHYBRID "xeno"
// Species Category Defines ---------------------
#define SPECIES_CATEGORY_ALIEN "alien"
#define SPECIES_CATEGORY_BASIC "human"
#define SPECIES_CATEGORY_FURRY "furry" // Weird Category, but okay.
#define SPECIES_CATEGORY_GOLEM "golem"
#define SPECIES_CATEGORY_INSECT "insect"
#define SPECIES_CATEGORY_PLANT "plant"
#define SPECIES_CATEGORY_ROBOT "robotic"
#define SPECIES_CATEGORY_JELLY "jelly"
#define SPECIES_CATEGORY_SHADOW "shadow"
#define SPECIES_CATEGORY_SKELETON "skeleton"
#define SPECIES_CATEGORY_UNDEAD "undead"
+1
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@@ -164,6 +164,7 @@
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
#define TRAIT_MAULER "mauler" // this guy punches the shit out of people to hurt them, not to drain their stamina
#define TRAIT_PASSTABLE "passtable"
#define TRAIT_GIANT "giant"
#define TRAIT_DWARF "dwarf"
+1 -1
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@@ -282,7 +282,7 @@ GLOBAL_LIST_INIT(unlocked_mutant_parts, list("horns", "insect_fluff"))
GLOBAL_LIST_INIT(colored_mutant_parts, list("insect_wings" = "wings_color", "deco_wings" = "wings_color", "horns" = "horns_color"))
//body ids that have greyscale sprites
GLOBAL_LIST_INIT(greyscale_limb_types, list("human","moth","lizard","pod","plant","jelly","slime","golem","lum","stargazer","mush","ethereal","snail","c_golem","b_golem","mammal","xeno","ipc","insect","synthliz","avian","aquatic"))
GLOBAL_LIST_INIT(greyscale_limb_types, list("human","moth","lizard","pod","plant","jelly","slime","golem","slimelumi","stargazer","mush","ethereal","snail","c_golem","b_golem","mammal","xeno","ipc","insect","synthliz","avian","aquatic"))
//body ids that have prosthetic sprites
GLOBAL_LIST_INIT(prosthetic_limb_types, list("xion","bishop","cybersolutions","grayson","hephaestus","nanotrasen","talon"))
+1 -1
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@@ -318,4 +318,4 @@ GLOBAL_LIST_EMPTY(radial_menus)
if(istype(custom_check))
if(!custom_check.Invoke())
return
return answer
return answer
@@ -0,0 +1,144 @@
SUBSYSTEM_DEF(min_spawns)
name = "Minimum Spawns" /// this hot steaming pile of garbage makes sure theres a minimum of tendrils scattered around
init_order = INIT_ORDER_DEFAULT
flags = SS_BACKGROUND | SS_NO_FIRE | SS_ALWAYS_SHOW_STAT
wait = 2
var/where_we_droppin_boys_iterations = 0
var/snaxi_snowflake_check = FALSE
var/list/active_spawns = list() // lavaland, snaxi, etc. primary spawn list
var/list/active_spawns_2 = list() // snaxi underground, etc. secondary spawn list
var/list/valid_mining_turfs = list() // lavaland/snaxi turfs
var/list/valid_mining_turfs_2 = list() // snaxi underground turfs
GLOBAL_LIST_INIT(minimum_lavaland_spawns, list(
/obj/structure/spawner/lavaland,
/obj/structure/spawner/lavaland/goliath,
/obj/structure/spawner/lavaland/legion,
/mob/living/simple_animal/hostile/megafauna/dragon,
/mob/living/simple_animal/hostile/megafauna/colossus,
/mob/living/simple_animal/hostile/megafauna/bubblegum
))
GLOBAL_LIST_INIT(minimum_snow_surface_spawns, list(
/obj/structure/spawner/ice_moon,
/obj/structure/spawner/ice_moon/polarbear
))
GLOBAL_LIST_INIT(minimum_snow_under_spawns, list(
/obj/structure/spawner/ice_moon/demonic_portal,
/obj/structure/spawner/ice_moon/demonic_portal/ice_whelp,
/obj/structure/spawner/ice_moon/demonic_portal/snowlegion
))
// step 1: check for which list(s) to use - done
// step 2: check for caves - done
// step 3: check for mobs - done
// step 4: start throwing shit down - done
// step 5: snaxi support - done?
/datum/controller/subsystem/min_spawns/Initialize(start_timeofday)
var/list/snaxi_zs_list = SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS) // boy if these things arent mutually exclusive
var/list/lavaland_zs_list = SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS) // i'm gonna fuckin scream
if(snaxi_zs_list.len)
active_spawns = GLOB.minimum_snow_surface_spawns
active_spawns_2 = GLOB.minimum_snow_under_spawns
snaxi_snowflake_check = TRUE
else if(lavaland_zs_list.len) //todo: recognizing maps that aren't lavaland mining but are also not snaxi
active_spawns = GLOB.minimum_lavaland_spawns
else
return ..() // call it a day i guess
// borrowing this from auxbase code - see code\modules\mining\aux_base.dm
if(snaxi_snowflake_check)
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs.Add(TT)
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs_2.Add(TT)
else
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs.Add(TT)
if(!valid_mining_turfs.len)
return ..() // call it a day i guess
// if we're at this point we might as well fucking hit it
where_we_droppin_boys()
return ..()
/datum/controller/subsystem/min_spawns/proc/where_we_droppin_boys()
while(active_spawns.len)
where_we_droppin_boys_iterations++
CHECK_TICK
if(where_we_droppin_boys_iterations >= 1250)
INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on spawns list 1 - too many iterations!")
break
var/turf/RT = pick_n_take(valid_mining_turfs) //Pick a random mining Z-level turf
var/MS_tospawn = pick_n_take(active_spawns)
for(var/mob/living/simple_animal/hostile/megafauna/H in urange(70,RT)) //prevents mob clumps
if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, H) <= 70)
active_spawns.Add(MS_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, H) <= 40)
active_spawns.Add(MS_tospawn)
continue //let's at least /try/ to space these out?
for(var/obj/structure/spawner/LT in urange(70,RT)) //prevents tendril/mega clumps
if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, LT) <= 70)
active_spawns.Add(MS_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, LT) <= 40)
active_spawns.Add(MS_tospawn)
continue //let's at least /try/ to space these out?
// man the overhead on this is gonna SUCK
new MS_tospawn(RT)
while(active_spawns_2.len)
where_we_droppin_boys_iterations++
CHECK_TICK
if(where_we_droppin_boys_iterations >= 1250)
INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on active list 2 - too many iterations!")
break
var/turf/RT2 = pick_n_take(valid_mining_turfs_2) //Pick a random mining Z-level turf
var/MS2_tospawn = pick_n_take(active_spawns_2)
for(var/mob/living/simple_animal/hostile/H in urange(70,RT2)) //prevents mob clumps
if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(RT2, H) <= 70)
active_spawns_2.Add(MS2_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, H) <= 40)
active_spawns_2.Add(MS2_tospawn)
continue //let's at least /try/ to space these out?
for(var/obj/structure/spawner/LT in urange(70,RT2)) //prevents tendril/mega clumps
if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT2, LT) <= 70)
active_spawns_2.Add(MS2_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, LT) <= 40)
active_spawns_2.Add(MS2_tospawn)
continue //let's at least /try/ to space these out?
// man the overhead on this is gonna SUCK
new MS2_tospawn(RT2)
if(!active_spawns.len && !active_spawns_2.len)
return // we're done here
+2 -2
View File
@@ -236,12 +236,12 @@
switch(stage)
if(1)
if(ishuman(affected_mob) && affected_mob.dna)
if(affected_mob.dna.species.id == "slime" || affected_mob.dna.species.id == "stargazer" || affected_mob.dna.species.id == "lum")
if(affected_mob.dna.species.id == "slime" || affected_mob.dna.species.id == "stargazer" || affected_mob.dna.species.id == "slimelumi")
stage = 5
if(3)
if(ishuman(affected_mob))
var/mob/living/carbon/human/human = affected_mob
if(human.dna.species.id != "slime" && affected_mob.dna.species.id != "stargazer" && affected_mob.dna.species.id != "lum")
if(human.dna.species.id != "slime" && affected_mob.dna.species.id != "stargazer" && affected_mob.dna.species.id != "slimelumi")
human.set_species(/datum/species/jelly/slime)
/datum/disease/transformation/corgi
+2 -4
View File
@@ -114,14 +114,12 @@
description = "..."
suffix = "lavaland_surface_sloth.dmm"
// Generates nothing but atmos runtimes and salt
cost = 0
/datum/map_template/ruin/lavaland/ratvar
name = "Dead God"
id = "ratvar"
description = "Ratvars final resting place."
description = "Ratvar's final resting place."
suffix = "lavaland_surface_dead_ratvar.dmm"
cost = 0
allow_duplicates = FALSE
/datum/map_template/ruin/lavaland/hierophant
@@ -137,7 +135,7 @@
id = "blooddrunk"
description = "A strange arrangement of stone tiles and an insane, beastly miner contemplating them."
suffix = "lavaland_surface_blooddrunk1.dmm"
cost = 0
always_place = TRUE
allow_duplicates = FALSE //will only spawn one variant of the ruin
/datum/map_template/ruin/lavaland/blood_drunk_miner/guidance
+1 -1
View File
@@ -84,7 +84,7 @@
if(is_station_level(T.z))
destinations += B
var/chosen_beacon = pick(destinations)
var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), src, 100, null, FALSE, get_turf(chosen_beacon))
var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), 100, null, FALSE, get_turf(chosen_beacon))
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
charges--
@@ -56,7 +56,7 @@
var/turf/target_turf = pick(L)
if(!target_turf)
return
var/list/obj/effect/portal/created = create_portal_pair(get_turf(src), target_turf, src, 300, 1, /obj/effect/portal/anom)
var/list/obj/effect/portal/created = create_portal_pair(get_turf(src), target_turf, 300, 1, /obj/effect/portal/anom)
var/turf/T = get_turf(target)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Wormhole Generator in [ADMIN_VERBOSEJMP(T)]")
log_game("[key_name(chassis.occupant)] used a Wormhole Generator in [AREACOORD(T)]")
+2 -2
View File
@@ -315,7 +315,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
if(resistance_flags & ON_FIRE)
@@ -383,7 +383,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
+6 -6
View File
@@ -4,7 +4,7 @@
/obj/item/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/items_and_weapons.dmi'
icon = 'icons/obj/defibrillators.dmi'
icon_state = "defibunit"
item_state = "defibunit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
@@ -23,8 +23,8 @@
var/obj/item/stock_parts/cell/cell
var/combat = FALSE //can we revive through space suits?
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
var/healdisk = FALSE // Will we shock people dragging the body?
var/pullshocksafely = FALSE //Dose the unit have the healdisk upgrade?
var/healdisk = FALSE // Does the unit have the healdisk upgrade?
var/pullshocksafely = FALSE // Will we shock people dragging the body?
var/primetime = 0 // is the defib faster
var/timedeath = 10
var/disarm_shock_time = 10
@@ -261,7 +261,7 @@
/obj/item/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/items_and_weapons.dmi'
icon = 'icons/obj/defibrillators.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
@@ -682,7 +682,7 @@
/obj/item/shockpaddles/cyborg
name = "cyborg defibrillator paddles"
icon = 'icons/obj/items_and_weapons.dmi'
icon = 'icons/obj/defibrillators.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
@@ -703,7 +703,7 @@
name = "syndicate defibrillator paddles"
desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
combat = TRUE
icon = 'icons/obj/items_and_weapons.dmi'
icon = 'icons/obj/defibrillators.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
+82 -12
View File
@@ -190,12 +190,53 @@
/obj/item/melee/transforming/energy/sword/saber
possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
unique_reskin = list("Sword" = "sword0", "saber" = "esaber0")
var/hacked = FALSE
var/saber = FALSE
/obj/item/melee/transforming/energy/sword/saber/set_sword_color()
if(LAZYLEN(possible_colors))
/obj/item/melee/transforming/energy/sword/saber/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(.)
if(active)
if(sword_color)
if(saber)
icon_state = "esaber[sword_color]"
else
icon_state = "sword[sword_color]"
else
if(saber)
icon_state = "esaber0"
else
icon_state = "sword0"
/obj/item/melee/transforming/energy/sword/saber/reskin_obj(mob/M)
. = ..()
if(icon_state == "esaber0")
saber = TRUE
if(active)
if(saber)
icon_state = "esaber[sword_color]"
else
icon_state = "sword[sword_color]"
/obj/item/melee/transforming/energy/sword/saber/set_sword_color(var/color_forced)
if(color_forced) // wow i really do not like this at fucking all holy SHIT
if(color_forced == "red")
sword_color = "red"
light_color = LIGHT_COLOR_RED
else if(color_forced == "blue")
sword_color = "blue"
light_color = LIGHT_COLOR_LIGHT_CYAN
else if(color_forced == "green")
sword_color = "green"
light_color = LIGHT_COLOR_GREEN
else if(color_forced == "purple")
sword_color = "purple"
light_color = LIGHT_COLOR_LAVENDER
else if(LAZYLEN(possible_colors))
sword_color = pick(possible_colors)
light_color = possible_colors[sword_color]
return
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
@@ -204,30 +245,59 @@
light_color = possible_colors[set_color]
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
/obj/item/melee/transforming/energy/sword/saber/red/Initialize(mapload)
. = ..()
set_sword_color("red")
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
/obj/item/melee/transforming/energy/sword/saber/blue/Initialize(mapload)
. = ..()
set_sword_color("blue")
/obj/item/melee/transforming/energy/sword/saber/green
possible_colors = list("green" = LIGHT_COLOR_GREEN)
/obj/item/melee/transforming/energy/sword/saber/green/Initialize(mapload)
. = ..()
set_sword_color("green")
/obj/item/melee/transforming/energy/sword/saber/purple
possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
/obj/item/melee/transforming/energy/sword/saber/purple/Initialize(mapload)
. = ..()
set_sword_color("purple")
/obj/item/melee/transforming/energy/sword/saber/proc/select_sword_color(mob/user) /// this is for the radial
if(!istype(user) || user.incapacitated())
return
var/static/list/options = list(
"red" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordred-blade"),
"blue" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordblue-blade"),
"green" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordgreen-blade"),
"purple" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "swordpurple-blade")
)
var/choice = show_radial_menu(user, src, options, custom_check = FALSE, radius = 36, require_near = TRUE)
if(src && choice && !user.incapacitated() && in_range(user,src))
set_sword_color(choice)
to_chat(user, "<span class='notice'>[src] is now [choice].</span>")
/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/multitool))
if(user.a_intent == INTENT_DISARM)
if(!active)
to_chat(user, "<span class='warning'>COLOR_SET</span>")
hacked = FALSE
select_sword_color(user)
return
else
to_chat(user, "<span class='notice'>Turn it off first - getting that close to an active sword is not a great idea.</span>")
return
if(!hacked)
hacked = TRUE
sword_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
to_chat(user, "<span class='warning'>It's already fabulous!</span> <span class='notice'>If you wanted to reset the color, though, try a disarming intent while it's off.</span>")
else
return ..()
+1 -1
View File
@@ -234,7 +234,7 @@
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 100
STR.max_items = 100
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/grown, /obj/item/seeds, /obj/item/grown, /obj/item/reagent_containers/honeycomb))
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/grown, /obj/item/seeds, /obj/item/grown, /obj/item/reagent_containers/honeycomb, /obj/item/disk/plantgene))
////////
+25
View File
@@ -864,3 +864,28 @@
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 2
STR.max_w_class = WEIGHT_CLASS_BULKY + WEIGHT_CLASS_NORMAL //katana and waki.
/obj/item/storage/belt/plant
name = "botanical belt"
desc = "A belt used to hold most hydroponics supplies. Suprisingly, not green."
icon_state = "plantbelt"
item_state = "plantbelt"
content_overlays = TRUE
/obj/item/storage/belt/plant/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.can_hold = typecacheof(list(
/obj/item/reagent_containers/spray/plantbgone,
/obj/item/plant_analyzer,
/obj/item/seeds,
/obj/item/reagent_containers/glass/bottle,
/obj/item/reagent_containers/glass/beaker,
/obj/item/cultivator,
/obj/item/reagent_containers/spray/pestspray,
/obj/item/hatchet,
/obj/item/shovel/spade,
/obj/item/gun/energy/floragun
))
+29 -11
View File
@@ -304,18 +304,36 @@
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/list/skins = list()
for(var/S in unique_reskin)
skins[S] = image(icon = icon, icon_state = unique_reskin[S])
var/choice = show_radial_menu(M, src, skins, custom_check = CALLBACK(src, .proc/check_skinnable, M), radius = 40, require_near = TRUE)
if(!choice)
return FALSE
icon_state = unique_reskin[choice]
current_skin = choice
return
/obj/proc/check_skinnable(/mob/M)
if(current_skin || !always_reskinnable)
var/list/items = list()
for(var/reskin_option in unique_reskin)
var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
items += list("[reskin_option]" = item_image)
sortList(items)
var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
if(!pick)
return
if(!unique_reskin[pick])
return
current_skin = pick
icon_state = unique_reskin[pick]
to_chat(M, "[src] is now skinned as '[pick].'")
/**
* Checks if we are allowed to interact with a radial menu for reskins
*
* Arguments:
* * user The mob interacting with the menu
*/
/obj/proc/check_reskin_menu(mob/user)
if(QDELETED(src))
return FALSE
if(current_skin)
return FALSE
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
return TRUE
+2 -2
View File
@@ -73,7 +73,7 @@
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
if(user.grab_state >= GRAB_NECK)
if(user.grab_state >= GRAB_NECK || HAS_TRAIT(user, TRAIT_MAULER))
tablelimbsmash(user, pushed_mob)
else
tablepush(user, pushed_mob)
@@ -147,7 +147,7 @@
pushed_mob.Knockdown(30)
var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
var/extra_wound = 0
if(HAS_TRAIT(user, TRAIT_HULK))
if(HAS_TRAIT(user, TRAIT_HULK) || HAS_TRAIT(user, TRAIT_MAULER))
extra_wound = 20
banged_limb.receive_damage(30, wound_bonus = extra_wound)
pushed_mob.apply_damage(60, STAMINA)
@@ -6,6 +6,10 @@
Shield
Armor
Tentacles
Hatterhat Additions:
claws! (glove slot)
jagged (thieves') claws
bone gauntlets for punching dudes
*/
@@ -89,7 +93,7 @@
return 1
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, suit_type) || istype(H.head, helmet_type))
H.visible_message("<span class='warning'>[H] casts off [H.p_their()] [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear the organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>[H] casts off [H.p_their()] [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
H.temporarilyRemoveItemFromInventory(H.head, TRUE) //The qdel on dropped() takes care of it
H.temporarilyRemoveItemFromInventory(H.wear_suit, TRUE)
H.update_inv_wear_suit()
@@ -461,7 +465,7 @@
if(--remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body.</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
qdel(src)
/***************************************\
@@ -570,3 +574,165 @@
/obj/item/clothing/head/helmet/changeling/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/***************************************\
|*****************CLAWS*****************|
\***************************************/
/obj/effect/proc_holder/changeling/gloves
name = "Mangled Claws"
desc = "Go tell a coder if you see this"
helptext = "Yell at Hatterhat, for fucking up Miauw and/or Perakp's work"
chemical_cost = 1000
dna_cost = -1
var/glove_type = /obj/item
var/glove_name_simple = " " // keep these plural bro
var/recharge_slowdown = 0
var/blood_on_castoff = 0
/obj/effect/proc_holder/changeling/gloves/try_to_sting(mob/user, mob/target)
if(check_gloves(user))
return
var/mob/living/carbon/human/H = user
..(H, target)
//checks if we already have claws and casts it off
/obj/effect/proc_holder/changeling/gloves/proc/check_gloves(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!ishuman(user) || !changeling)
return 1
var/mob/living/carbon/human/H = user
if(istype(H.gloves, glove_type))
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] [glove_name_simple] into hands!</span>", "<span class='warning'>We assimilate our [glove_name_simple].</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
H.temporarilyRemoveItemFromInventory(H.gloves, TRUE) //The qdel on dropped() takes care of it
H.update_inv_gloves()
playsound(H.loc, 'sound/effects/blobattack.ogg', 30, 1)
if(blood_on_castoff)
H.add_splatter_floor()
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.chem_recharge_slowdown -= recharge_slowdown
return 1
/obj/effect/proc_holder/changeling/gloves/on_refund(mob/user)
if(!ishuman(user))
return
action.Remove(user)
var/mob/living/carbon/human/H = user
check_gloves(H)
/obj/effect/proc_holder/changeling/gloves/sting_action(mob/living/carbon/human/user)
if(!user.canUnEquip(user.gloves))
to_chat(user, "\the [user.gloves] is stuck to your body, you cannot grow [glove_name_simple] over it!")
return
user.dropItemToGround(user.gloves)
user.equip_to_slot_if_possible(new glove_type(user), SLOT_GLOVES, 1, 1, 1)
playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chem_recharge_slowdown += recharge_slowdown
return TRUE
/obj/item/clothing/gloves/claws
name = "claws of doing nothing"
desc = "These shouldn't be here."
icon_state = "bracers"
item_state = "bracers"
transfer_prints = TRUE
body_parts_covered = HANDS
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
/obj/item/clothing/gloves/claws/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/obj/item/clothing/gloves/claws/vulture // prying shit off dead/soon to be dead dudes!
name = "jagged claws"
desc = "Good for prying things off of people and looking incredibly creepy."
strip_mod = 2
/obj/effect/proc_holder/changeling/gloves/gauntlets
name = "Bone Gauntlets"
desc = "We turn our hands into solid bone and chitin, sacrificing dexterity for raw strength."
helptext = "These grotesque, bone-and-chitin gauntlets are remarkably good at beating victims senseless, and cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 10 // same cost as armblade because its a sidegrade (sacrifice utility for punching people violently)
dna_cost = 2
loudness = 2
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_gauntlets"
action_background_icon_state = "bg_ling"
glove_type = /obj/item/clothing/gloves/fingerless/pugilist/cling // just punch his head off dude
glove_name_simple = "bone gauntlets"
/obj/item/clothing/gloves/fingerless/pugilist/cling // switches between lesser GotNS and Big Punchy Rib Breaky Hands
name = "hewn bone gauntlets"
icon_state = "ling_gauntlets"
item_state = "ling_gauntlets"
desc = "Rough bone and chitin, pulsing with an abomination barely called \"life\". Good for punching people, not so much for firearms."
transfer_prints = TRUE
body_parts_covered = ARMS|HANDS
cold_protection = ARMS|HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
enhancement = 9 // first, do harm. all of it. all of the harm. just fuck em up.
wound_enhancement = 9
var/fast_enhancement = 9
var/fast_wound_enhancement = 9
var/slow_enhancement = 20
var/slow_wound_enhancement = 20
silent = TRUE
inherited_trait = TRAIT_CHUNKYFINGERS // dummy thicc bone hands
secondary_trait = TRAIT_MAULER // its only violence from here, bucko
var/fasthands = TRUE
/obj/item/clothing/gloves/fingerless/pugilist/cling/examine(mob/user)
. = ..()
. += "[src] are formed to allow for [fasthands ? "fast, precise strikes" : "crippling, damaging blows"]."
. += "Alt-click them to change between rapid strikes and strong blows."
/obj/item/clothing/gloves/fingerless/pugilist/cling/AltClick(mob/user)
. = ..()
use_buffs(user, FALSE) // reset
fasthands = !fasthands
if(fasthands)
enhancement = fast_enhancement
wound_enhancement = fast_wound_enhancement
else
enhancement = slow_enhancement // fuck em up kiddo
wound_enhancement = slow_wound_enhancement // really. fuck em up.
to_chat(user, "<span class='notice'>[src] are now formed to allow for [fasthands ? "fast, precise strikes" : "crippling, damaging blows"].</span>")
addtimer(CALLBACK(src, .proc/use_buffs, user, TRUE), 0.1) // go fuckin get em
/obj/item/clothing/gloves/fingerless/pugilist/cling/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/obj/item/clothing/gloves/fingerless/pugilist/cling/equipped(mob/user, slot)
. = ..()
if(current_equipped_slot == SLOT_GLOVES)
to_chat(user, "<span class='notice'>With [src] formed around our arms, we are ready to fight.</span>")
/obj/item/clothing/gloves/fingerless/pugilist/cling/dropped(mob/user)
. = ..()
if(wornonce)
to_chat(user, "<span class='warning'>With [src] assimilated, we feel less ready to punch things.</span>")
/obj/item/clothing/gloves/fingerless/pugilist/cling/Touch(atom/target, proximity = TRUE)
if(!isliving(target))
return
var/mob/living/M = loc
if(fasthands)
M.SetNextAction(CLICK_CD_RANGE) // fast punches
else
M.SetNextAction(CLICK_CD_GRABBING) // strong punches
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_IGNORE_ACTION
+1 -3
View File
@@ -45,13 +45,12 @@
var/dynamic_fhair_suffix = ""//mask > head for facial hair
//basically a restriction list.
var/list/species_restricted = null
var/list/species_restricted
//Basically syntax is species_restricted = list("Species Name","Species Name")
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects
// How much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb
var/list/damage_by_parts
// How much integrity is in a specific limb before that limb is disabled (for use in [/obj/item/clothing/proc/take_damage_zone], and only if we cover multiple zones.) Set to 0 to disable shredding.
@@ -477,7 +476,6 @@ BLIND // can't see anything
return TRUE
/// If we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged
/obj/item/clothing/proc/bristle(mob/living/L)
if(!istype(L))
+33 -12
View File
@@ -20,8 +20,14 @@
body_parts_covered = ARMS
cold_protection = ARMS
strip_delay = 300 //you can't just yank them off
/// did you ever get around to wearing these or no
var/wornonce = FALSE
///Extra damage through the punch.
var/enhancement = 0 //it's a +0 to your punches because it isn't magical
///extra wound bonus through the punch (MAYBE DON'T BE GENEROUS WITH THIS)
var/wound_enhancement = 0
/// do we give the flavortext for wearing them
var/silent = FALSE
///Main trait added by the gloves to the user on wear.
var/inherited_trait = TRAIT_NOGUNS //what are you, dishonoroable?
///Secondary trait added by the gloves to the user on wear.
@@ -29,7 +35,18 @@
/obj/item/clothing/gloves/fingerless/pugilist/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_GLOVES)
if(current_equipped_slot == SLOT_GLOVES)
use_buffs(user, TRUE)
wornonce = TRUE
/obj/item/clothing/gloves/fingerless/pugilist/dropped(mob/user)
. = ..()
if(wornonce)
use_buffs(user, FALSE)
wornonce = FALSE
/obj/item/clothing/gloves/fingerless/pugilist/proc/use_buffs(mob/user, buff)
if(buff) // tarukaja
if(ishuman(user))
var/mob/living/carbon/human/H = user
ADD_TRAIT(H, TRAIT_PUGILIST, GLOVE_TRAIT)
@@ -37,17 +54,20 @@
ADD_TRAIT(H, secondary_trait, GLOVE_TRAIT)
H.dna.species.punchdamagehigh += enhancement
H.dna.species.punchdamagelow += enhancement
/obj/item/clothing/gloves/fingerless/pugilist/dropped(mob/user)
REMOVE_TRAIT(user, TRAIT_PUGILIST, GLOVE_TRAIT)
REMOVE_TRAIT(user, inherited_trait, GLOVE_TRAIT)
REMOVE_TRAIT(user, secondary_trait, GLOVE_TRAIT)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.dna.species.punchdamagehigh -= enhancement
H.dna.species.punchdamagelow -= enhancement
return ..()
H.dna.species.punchwoundbonus += wound_enhancement
if(!silent)
to_chat(H, "<span class='notice'>With [src] on your arms, you feel ready to punch things.</span>")
else // dekaja
REMOVE_TRAIT(user, TRAIT_PUGILIST, GLOVE_TRAIT)
REMOVE_TRAIT(user, inherited_trait, GLOVE_TRAIT)
REMOVE_TRAIT(user, secondary_trait, GLOVE_TRAIT)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.dna.species.punchdamagehigh -= enhancement
H.dna.species.punchdamagelow -= enhancement
H.dna.species.punchwoundbonus -= wound_enhancement
if(!silent)
to_chat(user, "<span class='warning'>With [src] off of your arms, you feel less ready to punch things.</span>")
/obj/item/clothing/gloves/fingerless/pugilist/chaplain
name = "armwraps of unyielding resolve"
@@ -93,6 +113,7 @@
icon_state = "rapid"
item_state = "rapid"
enhancement = 10 //omae wa mou shindeiru
wound_enhancement = 10
var/warcry = "AT"
secondary_trait = TRAIT_NOSOFTCRIT //basically extra health
+2
View File
@@ -65,12 +65,14 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
strip_mod = 1.2 // because apparently black gloves had this
/obj/item/clothing/gloves/tackler/combat/insulated
name = "guerrilla gloves"
desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
siemens_coefficient = 0
permeability_coefficient = 0.05
strip_mod = 1.5 // and combat gloves had this??
/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator
name = "insidious guerrilla gloves"
+2 -2
View File
@@ -355,7 +355,7 @@
/obj/item/clothing/mask/paper/Initialize(mapload)
.=..()
. = ..()
papermask_designs = list(
"Blank" = image(icon = src.icon, icon_state = "plainmask"),
"Neutral" = image(icon = src.icon, icon_state = "neutralmask"),
@@ -384,7 +384,7 @@
"Vertical" = "verticalmask", "Horizontal" = "horizontalmask", "X" ="xmask",
"Bugeyes" = "bugmask", "Double" = "doublemask", "Mark" = "markmask")
var/choice = show_radial_menu(user,src, papermask_designs, custom_check = FALSE, radius = 36, require_near = TRUE)
var/choice = show_radial_menu(user, src, papermask_designs, custom_check = FALSE, radius = 36, require_near = TRUE)
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
+1 -1
View File
@@ -29,7 +29,7 @@
for(var/i = 1, i <= number_of_wormholes, i++)
var/turf/T = pick(pick_turfs)
wormholes += new /obj/effect/portal/wormhole(T, null, 0, null, FALSE)
wormholes += new /obj/effect/portal/wormhole(T, 0, null, FALSE)
/datum/round_event/wormholes/announce(fake)
priority_announce("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert", "spanomalies")
@@ -291,3 +291,12 @@
tastes = list("creamy peas"= 2, "parsnip" = 1)
filling_color = "#9dc530"
foodtype = VEGETABLES
/obj/item/reagent_containers/food/snacks/soup/facehuggerpot
name = "pot of face hugger jambalaya"
desc = "An entire pot of an extremely spicy dish made using extremely exotic ingredients. Highly recommend by an interdimensional businessman."
icon_state = "facehuggerpot"
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 2)
list_reagents = list(/datum/reagent/consumable/nutriment = 10, /datum/reagent/consumable/nutriment/vitamin = 4)
tastes = list("face huggers" = 1)
foodtype = MEAT
@@ -291,3 +291,18 @@
)
result = /obj/item/reagent_containers/food/snacks/soup/peasoup
subcategory = CAT_SOUP
/datum/crafting_recipe/food/facehuggerjambalayapot
name = "Facehugger jambalaya"
reqs = list(
/datum/reagent/bluespace = 10,
/datum/reagent/consumable/ethanol/booger =10,
/obj/item/organ/heart= 3,
/obj/item/clothing/mask/facehugger = 1,
/obj/item/reagent_containers/food/snacks/egg = 1,
/datum/reagent/consumable/blackpepper = 5,
/datum/reagent/toxin/acid = 5
)
result = /obj/item/reagent_containers/food/snacks/soup/facehuggerpot
subcategory = CAT_SOUP
+8
View File
@@ -42,6 +42,14 @@
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "hydrotray3"
/obj/machinery/hydroponics/constructable/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
AddComponent(/datum/component/plumbing/simple_demand)
/obj/machinery/hydroponics/constructable/proc/can_be_rotated(mob/user, rotation_type)
return !anchored
/obj/machinery/hydroponics/constructable/RefreshParts()
var/tmp_capacity = 0
for (var/obj/item/stock_parts/matter_bin/M in component_parts)
+5
View File
@@ -135,7 +135,12 @@
//That's done remove from priority even if it failed
if(forced)
//TODO : handle forced ruins with multiple variants
// this might work?
forced_ruins -= current_pick
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in forced_ruins)
if(R.id == current_pick.id)
forced_ruins -= R
forced = FALSE
if(failed_to_place)
@@ -254,10 +254,10 @@
if(href_list["pockets"])
var/strip_mod = 1
var/strip_silence = FALSE
var/obj/item/clothing/gloves/g = gloves
if (istype(g))
strip_mod = g.strip_mod
strip_silence = g.strip_silence
var/obj/item/clothing/gloves/G = gloves
if(istype(G))
strip_mod = G.strip_mod
strip_silence = G.strip_silence
var/pocket_side = href_list["pockets"]
var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
+20 -11
View File
@@ -64,7 +64,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/stunmod = 1 // multiplier for stun duration
var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
var/punchdamagehigh = 10 //highest possible punch damage
var/punchstunthreshold = 10//damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchwoundbonus = 0 // additional wound bonus. generally zero.
var/siemens_coeff = 1 //base electrocution coefficient
var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
@@ -106,7 +107,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/whitelisted = 0 //Is this species restricted to certain players?
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666", "SeeALiggerPullTheTrigger") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/icon_limbs //Overrides the icon used for the limbs of this species. Mainly for downstream, and also because hardcoded icons disgust me. Implemented and maintained as a favor in return for a downstream's implementation of synths.
var/species_type
var/species_category
var/tail_type //type of tail i.e. mam_tail
var/wagging_type //type of wagging i.e. waggingtail_lizard
@@ -1386,6 +1387,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
var/punchwoundbonus = user.dna.species.punchwoundbonus
var/puncherstam = user.getStaminaLoss()
var/puncherbrute = user.getBruteLoss()
var/punchedstam = target.getStaminaLoss()
@@ -1401,6 +1403,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//END OF CITADEL CHANGES
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
if(HAS_TRAIT(user, TRAIT_PUGILIST))
affecting = target.get_bodypart(check_zone(user.zone_selected)) // if you're going the based unarmed route you won't miss
if(!affecting) //Maybe the bodypart is missing? Or things just went wrong..
affecting = target.get_bodypart(BODY_ZONE_CHEST) //target chest instead, as failsafe. Or hugbox? You decide.
@@ -1412,8 +1416,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(user.dna.species.punchdamagelow)
if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
miss_chance = 0
else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
miss_chance = 10
else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists, being good at Punching People, also never miss
miss_chance = 0
else
miss_chance = min(10 + max(puncherstam * 0.5, puncherbrute * 0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
@@ -1427,12 +1431,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = target.run_armor_check(affecting, "melee")
if(HAS_TRAIT(user, TRAIT_MAULER)) // maulers get 15 armorpierce because if you're going to punch someone you might as well do a good job of it
armor_block = target.run_armor_check(affecting, "melee", armour_penetration = 15) // lot of good that sec jumpsuit did you
playsound(target.loc, user.dna.species.attack_sound, 25, 1, -1)
target.visible_message("<span class='danger'>[user] [atk_verb]s [target]!</span>", \
"<span class='userdanger'>[user] [atk_verb]s you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
user, "<span class='danger'>You [atk_verb] [target]!</span>")
target.visible_message("<span class='danger'>[user] [atk_verb]ed [target]!</span>", \
"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
user, "<span class='danger'>You [atk_verb]ed [target]!</span>")
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
@@ -1442,11 +1447,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.dismembering_strike(user, affecting.body_zone)
if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
target.apply_damage(damage*1.5, attack_type, affecting, armor_block)
target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
log_combat(user, target, "kicked")
else//other attacks deal full raw damage + 2x in stamina damage
target.apply_damage(damage, attack_type, affecting, armor_block)
else if(HAS_TRAIT(user, TRAIT_MAULER)) // mauler punches deal 1.3x raw damage + 1x stam damage, and have some armor pierce
target.apply_damage(damage*1.3, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage, STAMINA, affecting, armor_block)
log_combat(user, target, "punched (mauler)")
else //other attacks deal full raw damage + 2x in stamina damage
target.apply_damage(damage, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
target.apply_damage(damage*2, STAMINA, affecting, armor_block)
log_combat(user, target, "punched")
@@ -1,12 +1,12 @@
/datum/species/abductor
name = "Abductor"
id = "abductor"
id = SPECIES_ABDUCTOR
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_type = "alien"
species_category = SPECIES_CATEGORY_ALIEN
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -1,6 +1,6 @@
/datum/species/android
name = "Android"
id = "android"
id = SPECIES_ANDROID
say_mod = "states"
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL,ROBOTIC_LIMBS)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_NOFIRE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_LIMBATTACHMENT)
@@ -11,7 +11,7 @@
mutanttongue = /obj/item/organ/tongue/robot
species_language_holder = /datum/language_holder/synthetic
limbs_id = "synth"
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
/datum/species/android/on_species_gain(mob/living/carbon/C)
. = ..()
@@ -1,6 +1,6 @@
/datum/species/angel
name = "Angel"
id = "angel"
id = SPECIES_ANGEL
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
@@ -9,7 +9,7 @@
blacklisted = 1
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
species_type = "human" //they're a kind of human
species_category = SPECIES_CATEGORY_BASIC //they're a kind of human
var/datum/action/innate/flight/fly
@@ -1,6 +1,6 @@
/datum/species/mammal
name = "Anthromorph"
id = "mammal"
id = SPECIES_MAMMAL
default_color = "4B4B4B"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
@@ -15,6 +15,6 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
species_category = SPECIES_CATEGORY_FURRY
allowed_limb_ids = list("mammal","aquatic","avian")
allowed_limb_ids = list("mammal","aquatic","avian")
@@ -1,6 +1,6 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
id = SPECIES_INSECT
say_mod = "chitters"
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -18,7 +18,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "insect"
species_category = SPECIES_CATEGORY_INSECT
allowed_limb_ids = list("insect","apid","moth","moth_not_greyscale")
@@ -18,4 +18,4 @@
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER)
sexes = 0
gib_types = /obj/effect/gibspawner/robot
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
@@ -1,6 +1,6 @@
/datum/species/dullahan
name = "Dullahan"
id = "dullahan"
id = SPECIES_DULLAHAN
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
@@ -14,7 +14,7 @@
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
has_field_of_vision = FALSE //Too much of a trouble, their vision is already bound to their severed head.
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
var/pumpkin = FALSE
var/obj/item/dullahan_relay/myhead
@@ -4,7 +4,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
/datum/species/dwarf //not to be confused with the genetic manlets
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
id = SPECIES_DWARF //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
@@ -18,7 +18,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
mutant_organs = list(/obj/item/organ/dwarfgland) //Dwarven alcohol gland, literal gland warrior
mutantliver = /obj/item/organ/liver/dwarf //Dwarven super liver (Otherwise they r doomed)
species_language_holder = /datum/language_holder/dwarf
species_type = "human" //a kind of human
species_category = SPECIES_CATEGORY_BASIC //a kind of human
/mob/living/carbon/human/species/dwarf //species admin spawn path
race = /datum/species/dwarf //and the race the path is set to.
@@ -2,7 +2,7 @@
/datum/species/ethereal
name = "Ethereal"
id = "ethereal"
id = SPECIES_ETHEREAL
attack_verb = "burn"
attack_sound = 'sound/weapons/etherealhit.ogg'
miss_sound = 'sound/weapons/etherealmiss.ogg'
@@ -1,7 +1,7 @@
//Subtype of human
/datum/species/human/felinid
name = "Felinid"
id = "felinid"
id = SPECIES_FELINID
limbs_id = "human"
mutant_bodyparts = list("mam_tail" = "Cat", "mam_ears" = "Cat", "deco_wings" = "None")
@@ -11,7 +11,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
species_category = SPECIES_CATEGORY_FURRY
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
@@ -1,6 +1,6 @@
/datum/species/fly
name = "Anthromorphic Fly"
id = "fly"
id = SPECIES_FLY
say_mod = "buzzes"
species_traits = list(NOEYES,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
@@ -12,7 +12,7 @@
liked_food = GROSS
exotic_bloodtype = "BUG"
exotic_blood_color = BLOOD_COLOR_BUG
species_type = "insect"
species_category = SPECIES_CATEGORY_INSECT
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(istype(chem, /datum/reagent/toxin/pestkiller))
@@ -1,7 +1,7 @@
/datum/species/golem
// Animated beings of stone. They have increased defenses, and do not need to breathe. They're also slow as fuuuck.
name = "Golem"
id = "iron golem"
id = SPECIES_GOLEM
species_traits = list(NOBLOOD,MUTCOLORS,NO_UNDERWEAR,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOFIRE,TRAIT_CHUNKYFINGERS,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER)
inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
@@ -32,7 +32,7 @@
var/special_name_chance = 5
var/owner //dobby is a free golem
species_type = "golem"
species_category = SPECIES_CATEGORY_GOLEM
/datum/species/golem/random_name(gender,unique,lastname)
var/golem_surname = pick(GLOB.golem_names)
@@ -1,6 +1,6 @@
/datum/species/human
name = "Human"
id = "human"
id = SPECIES_HUMAN
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -12,7 +12,7 @@
tail_type = "tail_human"
wagging_type = "waggingtail_human"
species_type = "human"
species_category = SPECIES_CATEGORY_BASIC
/datum/species/human/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -1,6 +1,6 @@
/datum/species/ipc
name = "I.P.C."
id = "ipc"
id = SPECIES_IPC
say_mod = "beeps"
default_color = "00FF00"
blacklisted = 0
@@ -28,7 +28,7 @@
exotic_bloodtype = "HF"
exotic_blood_color = BLOOD_COLOR_OIL
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
var/datum/action/innate/monitor_change/screen
@@ -1,7 +1,7 @@
/datum/species/jelly
// Entirely alien beings that seem to be made entirely out of gel. They have three eyes and a skeleton visible within them.
name = "Xenobiological Jelly Entity"
id = "jelly"
id = SPECIES_JELLY
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH)
@@ -29,7 +29,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "jelly"
species_category = SPECIES_CATEGORY_JELLY
/obj/item/organ/brain/jelly
name = "slime nucleus"
@@ -158,7 +158,7 @@
/datum/species/jelly/slime
name = "Xenobiological Slime Entity"
id = "slime"
id = SPECIES_SLIME
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
say_mod = "says"
@@ -467,7 +467,7 @@
/datum/species/jelly/roundstartslime
name = "Xenobiological Slime Hybrid"
id = "slimeperson"
id = SPECIES_SLIME_HYBRID
limbs_id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
@@ -777,7 +777,7 @@
/datum/species/jelly/luminescent
name = "Luminescent Slime Entity"
id = "lum"
id = SPECIES_SLIME_LUMI
say_mod = "says"
var/glow_intensity = LUMINESCENT_DEFAULT_GLOW
var/obj/effect/dummy/luminescent_glow/glow
@@ -944,7 +944,7 @@
/datum/species/jelly/stargazer
name = "Stargazer Slime Entity"
id = "stargazer"
id = SPECIES_STARGAZER
var/datum/action/innate/project_thought/project_thought
var/datum/action/innate/link_minds/link_minds
var/list/mob/living/linked_mobs = list()
@@ -1,7 +1,7 @@
/datum/species/lizard
// Reptilian humanoids with scaled skin and tails.
name = "Anthromorphic Lizard"
id = "lizard"
id = SPECIES_LIZARD
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
@@ -28,7 +28,7 @@
tail_type = "tail_lizard"
wagging_type = "waggingtail_lizard"
species_type = "lizard"
species_category = "lizard"
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
@@ -46,7 +46,7 @@
*/
/datum/species/lizard/ashwalker
name = "Ash Walker"
id = "ashlizard"
id = SPECIES_ASHWALKER
limbs_id = "lizard"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE)
inherent_traits = list(TRAIT_CHUNKYFINGERS)
@@ -1,6 +1,6 @@
/datum/species/mush //mush mush codecuck
name = "Anthromorphic Mushroom"
id = "mush"
id = SPECIES_MUSHROOM
mutant_bodyparts = list("caps" = "Round")
fixed_mut_color = "DBBF92"
@@ -21,7 +21,7 @@
burnmod = 1.25
heatmod = 1.5
species_type = "plant"
species_category = SPECIES_CATEGORY_PLANT
mutanteyes = /obj/item/organ/eyes/night_vision/mushroom
var/datum/martial_art/mushpunch/mush
@@ -1,6 +1,6 @@
/datum/species/plasmaman
name = "Plasmaman"
id = "plasmaman"
id = SPECIES_PLASMAMAN
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
@@ -22,7 +22,7 @@
liked_food = VEGETABLES
outfit_important_for_life = /datum/outfit/plasmaman
species_type = "skeleton"
species_category = SPECIES_CATEGORY_SKELETON
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
@@ -1,7 +1,7 @@
/datum/species/pod
// A mutation caused by a human being ressurected in a revival pod. These regain health in light, and begin to wither in darkness.
name = "Anthromorphic Plant"
id = "pod"
id = SPECIES_POD
default_color = "59CE00"
species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR,HAS_FLESH,HAS_BONE)
attack_verb = "slash"
@@ -19,7 +19,7 @@
var/light_burnheal = -1
var/light_bruteheal = -1
species_type = "plant"
species_category = SPECIES_CATEGORY_PLANT
allowed_limb_ids = list("pod","mush")
@@ -66,7 +66,7 @@
/datum/species/pod/pseudo_weak
name = "Anthromorphic Plant"
id = "podweak"
id = SPECIES_POD_WEAK
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS)
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "mam_body_markings" = "Husky", "taur" = "None", "legs" = "Normal Legs")
limbs_id = "pod"
@@ -4,7 +4,7 @@
/datum/species/shadow
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
name = "???"
id = "shadow"
id = SPECIES_SHADOW
sexes = 0
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
@@ -15,7 +15,7 @@
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
species_type = "shadow"
species_category = SPECIES_CATEGORY_SHADOW
/datum/species/shadow/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -32,7 +32,7 @@
/datum/species/shadow/nightmare
name = "Nightmare"
id = "nightmare"
id = SPECIES_NIGHTMARE
limbs_id = "shadow"
burnmod = 1.5
blacklisted = TRUE
@@ -1,6 +1,6 @@
/datum/species/skeleton
name = "Skeleton"
id = "skeleton"
id = SPECIES_SKELETON
say_mod = "rattles"
blacklisted = 0
sexes = 0
@@ -15,7 +15,7 @@
brutemod = 1.25
burnmod = 1.25
species_type = "skeleton" //they have their own category that's disassociated from undead, paired with plasmapeople
species_category = SPECIES_CATEGORY_SKELETON //they have their own category that's disassociated from undead, paired with plasmapeople
/datum/species/skeleton/New()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN]) //skeletons are stronger during the spooky season!
@@ -31,7 +31,7 @@
/datum/species/skeleton/space
name = "Spooky Spacey Skeleton"
id = "spaceskeleton"
id = SPECIES_SKELETON_SPACE
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT, TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
@@ -1,6 +1,6 @@
/datum/species/synthliz
name = "Synthetic Lizardperson"
id = "synthliz"
id = SPECIES_SYNTH_LIZARD
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE)
@@ -27,4 +27,4 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
@@ -1,6 +1,6 @@
/datum/species/synth
name = "Synthetic" //inherited from the real species, for health scanners and things
id = "synth"
id = SPECIES_SYNTH
say_mod = "beep boops" //inherited from a user's real species
sexes = 0
species_traits = list(NOTRANSSTING,NOGENITALS,NOAROUSAL) //all of these + whatever we inherit from the real species
@@ -17,11 +17,11 @@
var/disguise_fail_health = 75 //When their health gets to this level their synthflesh partially falls off
var/datum/species/fake_species = null //a species to do most of our work for us, unless we're damaged
species_language_holder = /datum/language_holder/synthetic
species_type = "robotic"
species_category = SPECIES_CATEGORY_ROBOT
/datum/species/synth/military
name = "Military Synth"
id = "military_synth"
id = SPECIES_SYNTH_MIL
armor = 25
punchdamagelow = 10
punchdamagehigh = 19
@@ -1,6 +1,6 @@
/datum/species/vampire
name = "Vampire"
id = "vampire"
id = SPECIES_VAMPIRE
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
@@ -14,7 +14,7 @@
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/info_text = "You are a <span class='danger'>Vampire</span>. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability."
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
/datum/species/vampire/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
@@ -1,7 +1,7 @@
/datum/species/xeno
// A cloning mistake, crossing human and xenomorph DNA
name = "Xenomorph Hybrid"
id = "xeno"
id = SPECIES_XENOHYBRID
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR)
@@ -15,4 +15,4 @@
exotic_bloodtype = "X*"
damage_overlay_type = "xeno"
liked_food = MEAT
species_type = "alien"
species_category = SPECIES_CATEGORY_ALIEN
@@ -15,7 +15,7 @@
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = GROSS | MEAT | RAW
species_type = "undead"
species_category = SPECIES_CATEGORY_UNDEAD
/datum/species/zombie/notspaceproof
id = "notspaceproofzombie"
@@ -98,7 +98,7 @@
// Your skin falls off
/datum/species/krokodil_addict
name = "Human"
name = SPECIES_HUMAN
id = "goofzombies"
limbs_id = "zombie" //They look like zombies
sexes = 0
+5 -5
View File
@@ -842,12 +842,12 @@
return
var/strip_mod = 1
var/strip_silence = FALSE
if (ishuman(src)) //carbon doesn't actually wear gloves
if(ishuman(src)) //carbon doesn't actually wear gloves
var/mob/living/carbon/C = src
var/obj/item/clothing/gloves/g = C.gloves
if (istype(g))
strip_mod = g.strip_mod
strip_silence = g.strip_silence
var/obj/item/clothing/gloves/G = C.gloves
if(istype(G))
strip_mod = G.strip_mod
strip_silence = G.strip_silence
if (!strip_silence)
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
"<span class='userdanger'>[src] tries to remove your [what.name].</span>", target = src,
@@ -30,20 +30,8 @@
. = ..()
START_PROCESSING(SSobj, src)
create_reagents(100 , AMOUNT_VISIBLE)
AddComponent(/datum/component/plumbing/simple_demand)
/obj/machinery/hydroponics/constructable/automagic/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
/obj/machinery/hydroponics/constructable/proc/can_be_rotated(mob/user, rotation_type)
return !anchored
/obj/machinery/hydroponics/constructable/automagic/process()
if(reagents)
reagents.add_reagent(reagents)
reagents.clear_reagents()
if(dead)
dead = 0
qdel(myseed)
+27
View File
@@ -53,6 +53,33 @@
power_gen = 1250 // 2500 on T1, 10000 on T4.
circuit = /obj/item/circuitboard/machine/rtg/advanced
/obj/machinery/power/rtg/advanced/fullupgrade //fully ugpraded stock parts
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further. This model is fully upgraded with the latest tech available in this quadrant."
/obj/machinery/power/rtg/advanced/fullupgrade/Initialize()
. = ..()
//This looks terrifying. And apparently instancing vars and modifying the amount variable causes runtime errors. Guess we're sticking to copy pasta, thanks, byond.
component_parts = list()
component_parts += new /obj/item/circuitboard/machine/rtg/advanced(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/uranium(null)
component_parts += new /obj/item/stack/sheet/mineral/plasma(null)
component_parts += new /obj/item/stack/sheet/mineral/plasma(null)
component_parts += new /obj/item/stack/sheet/mineral/plasma(null)
component_parts += new /obj/item/stack/sheet/mineral/plasma(null)
component_parts += new /obj/item/stack/sheet/mineral/plasma(null)
component_parts += new /obj/item/stock_parts/capacitor/quadratic(null)
component_parts += new /obj/item/stock_parts/micro_laser/quadultra(null)
RefreshParts()
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
@@ -233,7 +233,7 @@
p_blue.link_portal(p_orange)
/obj/item/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W, turf/target)
var/obj/effect/portal/P = new /obj/effect/portal(target, src, 300, null, FALSE, null, atmos_link)
var/obj/effect/portal/P = new /obj/effect/portal(target, 300, null, FALSE, null, atmos_link)
if(istype(W, /obj/item/projectile/beam/wormhole/orange))
qdel(p_orange)
p_orange = P
@@ -2283,7 +2283,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
boozepwr = 50
/datum/reagent/consumable/ethanol/species_drink/on_mob_life(mob/living/carbon/C)
if(C.dna.species && C.dna.species.species_type == species_required) //species have a species_type variable that refers to one of the drinks
if(C.dna.species && C.dna.species.species_category == species_required) //species have a species_category variable that refers to one of the drinks
quality = RACE_DRINK
else
C.adjust_disgust(disgust)
@@ -181,6 +181,14 @@
build_path = /obj/item/storage/belt/janitor
category = list("initial","Organic Materials")
/datum/design/plantbelt
name = "Botanical Belt"
id = "plantbelt"
build_type = BIOGENERATOR
materials = list(/datum/material/biomass= 300)
build_path = /obj/item/storage/belt/plant
category = list("initial","Organic Materials")
/datum/design/s_holster
name = "Shoulder Holster"
id = "s_holster"
@@ -32,7 +32,7 @@
materials = list(/datum/material/glass = 3000, /datum/material/plasma = 3000, /datum/material/diamond = 250, /datum/material/bluespace = 250)
build_path = /obj/item/reagent_containers/glass/beaker/bluespace
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_SERVICE
/datum/design/noreactbeaker
name = "Cryostasis Beaker"
@@ -973,6 +973,10 @@
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/////////////////////////////////////////
//////////// Plumbing //////////
/////////////////////////////////////////
/datum/design/acclimator
name = "Plumbing Acclimator"
desc = "A heating and cooling device for pipes!"
@@ -1126,3 +1130,14 @@
build_path = /obj/item/construction/plumbing
category = list("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/rplunger
name = "Reinforced Plunger"
desc = "A plunger designed for heavy duty clogs."
id = "rplunger"
build_type = PROTOLATHE
materials = list(/datum/material/plasma = 1000, /datum/material/iron = 1000, /datum/material/glass = 1000)
construction_time = 15
build_path = /obj/item/plunger/reinforced
category = list ("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_CARGO
@@ -38,7 +38,7 @@
display_name = "Advanced Plumbing Technology"
description = "Plumbing RCD."
prereq_ids = list("plumbing", "adv_engi")
design_ids = list("plumb_rcd", "autohydrotray")
design_ids = list("plumb_rcd", "autohydrotray", "rplunger")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
//////////////////////Cybernetics/////////////////////
@@ -92,8 +92,8 @@
cost = 6
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/device_tools/guerillagloves
name = "Guerilla Gloves"
/datum/uplink_item/device_tools/guerrillagloves
name = "Guerrilla Gloves"
desc = "A pair of highly robust combat gripper gloves that excels at performing takedowns at close range, with an added lining of insulation. Careful not to hit a wall!"
item = /obj/item/clothing/gloves/tackler/combat/insulated
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)