and finally, the modules folder. Now I can publish and take a break

This commit is contained in:
deathride58
2018-07-02 01:19:37 -04:00
parent 91805b8789
commit b1688405d9
380 changed files with 2204 additions and 1588 deletions
@@ -7,11 +7,6 @@
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun_slug
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/tengauge
name = "10g shotgun slug"
desc = "A 10 gauge lead slug."
projectile_type = /obj/item/projectile/bullet/shotgun_slug/tengauge
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
@@ -118,7 +113,7 @@
/obj/item/ammo_casing/shotgun/dart/noreact
name = "cryostasis shotgun dart"
desc = "A dart for use in shotguns, using similar technolgoy as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
desc = "A dart for use in shotguns, using similar technology as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
icon_state = "cnrshell"
reagent_amount = 10
reagent_react = FALSE
+2 -2
View File
@@ -19,7 +19,7 @@
icon_state = "46x30mmtA-[round(ammo_count(),4)]"
/obj/item/ammo_box/magazine/wt550m9/wtic
name = "wt550 magazine (Incindiary 4.6x30mm)"
name = "wt550 magazine (Incendiary 4.6x30mm)"
icon_state = "46x30mmtI-20"
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
@@ -54,7 +54,7 @@
ammo_type = /obj/item/ammo_casing/c9mm/ap
/obj/item/ammo_box/magazine/smgm9mm/fire
name = "SMG Magazine (Incindiary 9mm)"
name = "SMG Magazine (Incendiary 9mm)"
ammo_type = /obj/item/ammo_casing/c9mm/inc
/obj/item/ammo_box/magazine/smgm45
@@ -1,6 +1,7 @@
/obj/item/ammo_box/magazine/internal
desc = "Oh god, this shouldn't be here"
flags_1 = CONDUCT_1|ABSTRACT_1
flags_1 = CONDUCT_1
item_flags = ABSTRACT
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)
@@ -5,13 +5,13 @@
max_ammo = 6
/obj/item/ammo_box/magazine/internal/cylinder/rev762
name = "nagant revolver cylinder"
name = "\improper Nagant revolver cylinder"
ammo_type = /obj/item/ammo_casing/n762
caliber = "n762"
max_ammo = 7
/obj/item/ammo_box/magazine/internal/cylinder/rus357
name = "russian revolver cylinder"
name = "\improper Russian revolver cylinder"
ammo_type = /obj/item/ammo_casing/a357
caliber = "357"
max_ammo = 6
@@ -27,7 +27,7 @@
can_suppress = FALSE
/obj/item/gun/ballistic/automatic/pistol/deagle
name = "desert eagle"
name = "\improper Desert Eagle"
desc = "A robust .50 AE handgun."
icon_state = "deagle"
force = 14
@@ -44,7 +44,7 @@
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/pistol/deagle/gold
desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
icon_state = "deagleg"
item_state = "deagleg"
@@ -55,7 +55,7 @@
/obj/item/gun/ballistic/automatic/pistol/APS
name = "stechkin APS pistol"
desc = "The original russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
desc = "The original Russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
icon_state = "aps"
w_class = WEIGHT_CLASS_SMALL
mag_type = /obj/item/ammo_box/magazine/pistolm9mm
@@ -151,7 +151,7 @@
pin = /obj/item/firing_pin
/obj/item/gun/ballistic/revolver/nagant
name = "nagant revolver"
name = "\improper Nagant revolver"
desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
icon_state = "nagant"
can_suppress = TRUE
@@ -163,7 +163,7 @@
// You can spin the chamber to randomize the position of the bullet.
/obj/item/gun/ballistic/revolver/russian
name = "\improper russian revolver"
name = "\improper Russian revolver"
desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism requiring you to spin the chamber before each trigger pull."
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
var/spun = FALSE
@@ -233,7 +233,7 @@
user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
/obj/item/gun/ballistic/revolver/russian/soul
name = "cursed russian revolver"
name = "cursed Russian revolver"
desc = "To play with this revolver requires wagering your very soul."
/obj/item/gun/ballistic/revolver/russian/soul/shoot_self(mob/living/user)
@@ -151,7 +151,8 @@
item_state = "arcane_barrage"
can_bayonet = FALSE
flags_1 = DROPDEL_1
item_flags = NEEDS_PERMIT | DROPDEL
flags_1 = NONE
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
@@ -101,8 +101,8 @@
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/gun/energy/xray
name = "x-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
name = "\improper X-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
icon_state = "xray"
item_state = null
ammo_type = list(/obj/item/ammo_casing/energy/xray)
@@ -96,6 +96,10 @@
charges--
..()
/obj/item/gun/magic/wand/resurrection/debug //for testing
name = "debug wand of healing"
max_charges = 500
/////////////////////////////////////
//WAND OF POLYMORPH
/////////////////////////////////////
@@ -10,7 +10,7 @@
/obj/item/gun/energy/beam_rifle
name = "particle acceleration rifle"
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targeted by one. \
<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
icon = 'icons/obj/guns/energy.dmi'
@@ -513,8 +513,6 @@
return 0.4
if(istype(target, /obj/structure/window))
return 0.5
if(istype(target, /obj/structure/blob)) //CIT CHANGE - Blobs are getting ggnore'd too hard and people need to GIT GUD
return 0.2
return 1
/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
+1 -1
View File
@@ -147,7 +147,7 @@
// DNA-keyed pin.
// When you want to keep your toys for youself.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
+1 -1
View File
@@ -8,7 +8,7 @@
icon_state = "bullet"
density = FALSE
anchored = TRUE
flags_1 = ABSTRACT_1
item_flags = ABSTRACT
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
+1 -1
View File
@@ -51,7 +51,7 @@
damage = 5
/obj/item/projectile/beam/xray
name = "xray beam"
name = "\improper X-ray beam"
icon_state = "xray"
damage = 15
irradiate = 30
@@ -14,4 +14,4 @@
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
location.hotspot_expose(700, 5, 1)
@@ -2,10 +2,6 @@
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_slug/tengauge
name = "10g shotgun slug"
damage = 72.5
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
@@ -1,98 +1,98 @@
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
@@ -18,7 +18,7 @@
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
C.SendSignal(COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))
@@ -7,12 +7,11 @@
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = FALSE)//These two could likely check temp protection on the mob
..()
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
. = ..()
if(isliving(target))
var/mob/M = target
M.bodytemperature = temperature
return TRUE
var/mob/living/L = target
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
/obj/item/projectile/temp/hot
name = "heat beam"