Merge branch 'master' into AnPrimAssistants

This commit is contained in:
lolman360
2020-08-21 11:08:13 +10:00
committed by GitHub
360 changed files with 6904 additions and 2285 deletions
@@ -168,3 +168,26 @@
items = list(
/obj/item/clothing/mask/gas/sexymime,
/obj/item/clothing/under/rank/civilian/mime/sexy)
/obj/effect/spawner/bundle/crate/Initialize(mapload)
if(items && items.len)
var/turf/T = get_turf(src)
var/obj/structure/closet/LC = locate(/obj/structure/closet) in T
if(LC)
for(var/path in items)
new path(LC)
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/bundle/crate/mosin
name = "Mosin-Nagant spawner"
items = list(
/obj/item/gun/ballistic/shotgun/boltaction,
/obj/item/ammo_box/a762
)
/obj/effect/spawner/bundle/crate/surplusrifle
name = "surplus rifle spawner"
items = list(
/obj/item/gun/ballistic/automatic/surplus,
/obj/item/ammo_box/magazine/m10mm/rifle
)
@@ -139,6 +139,23 @@
/obj/effect/temp_visual/dir_setting/curse/hand
icon_state = "cursehand"
/obj/effect/temp_visual/bsa_splash
name = "\improper Bluespace energy wave"
desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light."
icon = 'icons/effects/beam_splash.dmi'
icon_state = "beam_splash_l"
layer = ABOVE_ALL_MOB_LAYER
pixel_y = -16
duration = 50
/obj/effect/temp_visual/bsa_splash/Initialize(mapload, dir)
. = ..()
switch(dir)
if(WEST)
icon_state = "beam_splash_w"
if(EAST)
icon_state = "beam_splash_e"
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
+34 -6
View File
@@ -51,6 +51,10 @@
// no attacking while blocking
block_lock_attacking = TRUE
block_projectile_mitigation = 75
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
)
parry_time_windup = 0
parry_time_active = 8
@@ -65,14 +69,20 @@
parry_imperfect_falloff_percent = 10
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 25 // VERY generous
parry_efficiency_perfect = 90
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = CLICK_CD_MELEE
// more efficient vs projectiles
block_stamina_efficiency_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 4
)
/obj/item/dualsaber/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
return ..()
/obj/item/dualsaber/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
. = ..()
if(parry_efficiency >= 90) // perfect parry
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
. |= BLOCK_SHOULD_REDIRECT
/obj/item/dualsaber/Initialize()
. = ..()
@@ -342,12 +352,30 @@
name = "divine lightblade"
desc = "A giant blade of bright and holy light, said to cut down the wicked with ease."
force = 5
block_chance = 50
armour_penetration = 0
block_parry_data = /datum/block_parry_data/chaplain
var/chaplain_spawnable = TRUE
can_reflect = FALSE
obj_flags = UNIQUE_RENAME
/datum/block_parry_data/chaplain
parry_stamina_cost = 12
parry_time_windup = 2
parry_time_active = 5
parry_time_spindown = 3
// parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK
parry_time_perfect = 1
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 80
parry_efficiency_perfect = 120
parry_efficiency_perfect_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 30,
)
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 2 SECONDS
/obj/item/dualsaber/hypereutactic/chaplain/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=20, \
+4 -4
View File
@@ -253,7 +253,7 @@
user.set_nutrition(NUTRITION_LEVEL_STARVING + 50)
/obj/item/book/granter/spell/blind
spell = /obj/effect/proc_holder/spell/targeted/trigger/blind
spell = /obj/effect/proc_holder/spell/pointed/trigger/blind
spellname = "blind"
icon_state ="bookblind"
desc = "This book looks blurry, no matter how you look at it."
@@ -265,7 +265,7 @@
user.blind_eyes(10)
/obj/item/book/granter/spell/mindswap
spell = /obj/effect/proc_holder/spell/targeted/mind_transfer
spell = /obj/effect/proc_holder/spell/pointed/mind_transfer
spellname = "mindswap"
icon_state ="bookmindswap"
desc = "This book's cover is pristine, though its pages look ragged and torn."
@@ -289,7 +289,7 @@
if(stored_swap == user)
to_chat(user,"<span class='notice'>You stare at the book some more, but there doesn't seem to be anything else to learn...</span>")
return
var/obj/effect/proc_holder/spell/targeted/mind_transfer/swapper = new
var/obj/effect/proc_holder/spell/pointed/mind_transfer/swapper = new
if(swapper.cast(list(stored_swap), user, TRUE, TRUE))
to_chat(user,"<span class='warning'>You're suddenly somewhere else... and someone else?!</span>")
to_chat(stored_swap,"<span class='warning'>Suddenly you're staring at [src] again... where are you, who are you?!</span>")
@@ -324,7 +324,7 @@
user.DefaultCombatKnockdown(40)
/obj/item/book/granter/spell/barnyard
spell = /obj/effect/proc_holder/spell/targeted/barnyardcurse
spell = /obj/effect/proc_holder/spell/pointed/barnyardcurse
spellname = "barnyard"
icon_state ="bookhorses"
desc = "This book is more horse than your mind has room for."
@@ -9,7 +9,7 @@
/obj/item/implant/uplink/Initialize(mapload, _owner)
. = ..()
AddComponent(/datum/component/uplink, _owner, TRUE, FALSE, null, starting_tc, GLOB.not_incapacitated_state)
AddComponent(/datum/component/uplink, _owner, TRUE, FALSE, null, starting_tc)
/obj/item/implanter/uplink
name = "implanter (uplink)"
+64 -8
View File
@@ -240,7 +240,31 @@
custom_materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 600)
escape_time = 200 //equal to the time of a bluespace bodybag
alternate_escape_time = 100
///gas supply for simplemobs so they don't die
var/datum/gas_mixture/occupant_gas_supply
///level until the reagent gets INGEST ed instead of TOUCH
var/sipping_level = 150
///prob50 level of sipping
var/sipping_probably = 99
///chem transfer rate / second
var/transfer_rate = 5
/obj/item/pet_carrier/bluespace/Initialize()
. = ..()
create_reagents(300, OPENCONTAINER, DEFAULT_REAGENTS_VALUE) //equivalent of bsbeakers
/obj/item/pet_carrier/bluespace/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/pet_carrier/bluespace/attack_self(mob/living/user)
..()
if(reagents)
if(open)
reagents.reagents_holder_flags = OPENCONTAINER
else
reagents.reagents_holder_flags = NONE
/obj/item/pet_carrier/bluespace/update_icon_state()
if(open)
@@ -248,11 +272,28 @@
else
icon_state = "bluespace_jar"
/obj/item/pet_carrier/bluespace/throw_impact()
/obj/item/pet_carrier/bluespace/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
//delete the item upon impact, releasing the creature inside (this is handled by its deletion)
if(occupants.len)
loc.visible_message("<span class='warning'>The bluespace jar smashes, releasing [occupants[1]]!</span>")
if(reagents?.total_volume && ismob(hit_atom) && hit_atom.reagents)
reagents.total_volume *= rand(5,10) * 0.1 //Not all of it makes contact with the target
var/mob/M = hit_atom
var/R = reagents.log_list()
hit_atom.visible_message("<span class='danger'>[M] has been splashed with something!</span>", \
"<span class='userdanger'>[M] has been splashed with something!</span>")
var/turf/TT = get_turf(hit_atom)
var/throwerstring
if(thrownby)
log_combat(thrownby, M, "splashed", R)
var/turf/AT = get_turf(thrownby)
throwerstring = " THROWN BY [key_name(thrownby)] at [AT] (AREACOORD(AT)]"
log_reagent("SPLASH: [src] mob throw_impact() onto [key_name(hit_atom)] at [TT] ([AREACOORD(TT)])[throwerstring] - [R]")
reagents.reaction(hit_atom, TOUCH)
reagents.clear_reagents()
playsound(src, "shatter", 70, 1)
qdel(src)
@@ -260,21 +301,24 @@
. = ..()
if(!occupant_gas_supply)
occupant_gas_supply = new
if(isanimal(occupant))
var/mob/living/simple_animal/animal = occupant
occupant_gas_supply[/datum/gas/oxygen] = 0.0064 //make sure it has some gas in so it isn't depressurized
occupant_gas_supply.set_temperature(animal.minbodytemp) //simple animals only care about temperature/pressure when their turf isnt a location
else
if(ishuman(occupant)) //humans require resistance to cold/heat and living in no air while inside, and lose this when outside
ADD_TRAIT(occupant, TRAIT_RESISTCOLD, "bluespace_container_cold_resist")
ADD_TRAIT(occupant, TRAIT_RESISTHEAT, "bluespace_container_heat_resist")
ADD_TRAIT(occupant, TRAIT_NOBREATH, "bluespace_container_no_breath")
ADD_TRAIT(occupant, TRAIT_RESISTHIGHPRESSURE, "bluespace_container_resist_high_pressure")
ADD_TRAIT(occupant, TRAIT_RESISTLOWPRESSURE, "bluespace_container_resist_low_pressure")
if(ishuman(occupant)) //humans require resistance to cold/heat and living in no air while inside, and lose this when outside
START_PROCESSING(SSobj, src)
ADD_TRAIT(occupant, TRAIT_RESISTCOLD, "bluespace_container_cold_resist")
ADD_TRAIT(occupant, TRAIT_RESISTHEAT, "bluespace_container_heat_resist")
ADD_TRAIT(occupant, TRAIT_NOBREATH, "bluespace_container_no_breath")
ADD_TRAIT(occupant, TRAIT_RESISTHIGHPRESSURE, "bluespace_container_resist_high_pressure")
ADD_TRAIT(occupant, TRAIT_RESISTLOWPRESSURE, "bluespace_container_resist_low_pressure")
/obj/item/pet_carrier/bluespace/remove_occupant(mob/living/occupant)
. = ..()
if(ishuman(occupant))
STOP_PROCESSING(SSobj, src)
REMOVE_TRAIT(occupant, TRAIT_RESISTCOLD, "bluespace_container_cold_resist")
REMOVE_TRAIT(occupant, TRAIT_RESISTHEAT, "bluespace_container_heat_resist")
REMOVE_TRAIT(occupant, TRAIT_NOBREATH, "bluespace_container_no_breath")
@@ -287,6 +331,18 @@
occupant_gas_supply = new
return occupant_gas_supply
/obj/item/pet_carrier/bluespace/process()
if(!reagents)
return
for(var/mob/living/L in occupants)
if(!ishuman(L))
continue
if((reagents.total_volume >= sipping_level) || ((reagents.total_volume >= sipping_probably) && prob(50))) //sipp
reagents.reaction(L, INGEST) //consume
reagents.trans_to(L, transfer_rate)
else
reagents.reaction(L, TOUCH, show_message = FALSE)
/obj/item/pet_carrier/bluespace/load_occupant(mob/living/user, mob/living/target)
if(..())
name = "[initial(name)] ([target])"
+12
View File
@@ -688,6 +688,18 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths())
icon_state = "scrubpuppy"
item_state = "scrubpuppy"
/obj/item/toy/plush/borgplushie/meddrake
name = "MediDrake Plushie"
desc = "An adorable stuffed toy of a Medidrake."
icon_state = "meddrake"
item_state = "meddrake"
/obj/item/toy/plush/borgplushie/secdrake
name = "SecDrake Plushie"
desc = "An adorable stuffed toy of a Secdrake."
icon_state = "secdrake"
item_state = "secdrake"
/obj/item/toy/plush/aiplush
name = "AI plushie"
desc = "A little stuffed toy AI core... it appears to be malfunctioning."
@@ -679,6 +679,10 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
GLOBAL_LIST_INIT(bronze_recipes, list ( \
new/datum/stack_recipe("wall gear", /obj/structure/girder/bronze, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("directional bronze window", /obj/structure/window/bronze/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile bronze window", /obj/structure/window/bronze/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("pinion airlock assembly", /obj/structure/door_assembly/door_assembly_bronze, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bronze pinion airlock assembly", /obj/structure/door_assembly/door_assembly_bronze/seethru, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bronze hat", /obj/item/clothing/head/bronze), \
new/datum/stack_recipe("bronze suit", /obj/item/clothing/suit/bronze), \
new/datum/stack_recipe("bronze boots", /obj/item/clothing/shoes/bronze), \
@@ -686,10 +690,12 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \
new/datum/stack_recipe("bronze chair", /obj/structure/chair/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bronze bar stool", /obj/structure/chair/stool/bar/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bronze stool", /obj/structure/chair/stool/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bronze ingot", /obj/item/ingot/bronze, 6, time = 100), \
new/datum/stack_recipe("bronze floor tiles", /obj/item/stack/tile/bronze, 1, 4, 20), \
))
/obj/item/stack/tile/bronze
/obj/item/stack/sheet/bronze
name = "brass"
desc = "On closer inspection, what appears to be wholly-unsuitable-for-building brass is actually more structurally stable bronze."
singular_name = "bronze sheet"
@@ -698,27 +704,21 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/bronze = MINERAL_MATERIAL_AMOUNT)
resistance_flags = FIRE_PROOF | ACID_PROOF
throwforce = 10
max_amount = 50
throw_speed = 1
throw_range = 3
turf_type = /turf/open/floor/bronze
novariants = FALSE
grind_results = list(/datum/reagent/iron = 5, /datum/reagent/copper = 3) //we have no "tin" reagent so this is the closest thing
merge_type = /obj/item/stack/tile/bronze
merge_type = /obj/item/stack/sheet/bronze
tableVariant = /obj/structure/table/bronze
material_type = /datum/material/bronze
/obj/item/stack/tile/bronze/attack_self(mob/living/user)
/obj/item/stack/sheet/bronze/attack_self(mob/living/user)
if(is_servant_of_ratvar(user)) //still lets them build with it, just gives a message
to_chat(user, "<span class='danger'>Wha... what is this cheap imitation crap? This isn't brass at all!</span>")
..()
/obj/item/stack/tile/bronze/get_main_recipes()
/obj/item/stack/sheet/bronze/get_main_recipes()
. = ..()
. += GLOB.bronze_recipes
/obj/item/stack/tile/bronze/thirty
/obj/item/stack/sheet/bronze/thirty
amount = 30
/*
@@ -513,3 +513,12 @@
icon_state = "material_tile"
turf_type = /turf/open/floor/material
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/item/stack/tile/bronze
name = "bronze tile"
singular_name = "bronze floor tile"
desc = "A tile made out of bronze. Looks like clockwork."
icon_state = "material_tile"
color = "#92661A"
turf_type = /turf/open/floor/bronze
custom_materials = list(/datum/material/bronze = 250)
+47 -30
View File
@@ -47,41 +47,58 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
user.visible_message("<span class='suicide'>[user] is offering [user.p_them()]self to [deity_name]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/H)
if(!istype(H))
/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/user)
if(!istype(user))
return
// If H is the Chaplain, we can set the icon_state of the bible (but only once!)
if(!GLOB.bible_icon_state && H.job == "Chaplain")
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
for(var/i in 1 to GLOB.biblestates.len)
var/icon/bibleicon = icon('icons/obj/storage.dmi', GLOB.biblestates[i])
var/nicename = GLOB.biblenames[i]
H << browse_rsc(bibleicon, nicename)
dat += {"<tr><td><img src="[nicename]"></td><td><a href="?src=[REF(src)];seticon=[i]">[nicename]</a></td></tr>"}
dat += "</table></body></html>"
H << browse(dat, "window=editicon;can_close=0;can_minimize=0;size=250x650")
if(GLOB.bible_icon_state) // if there is already a bible icon return FALSE
return FALSE
if(user.job != "Chaplain") // if the user is not the chaplain, return FALSE
return FALSE
/obj/item/storage/book/bible/Topic(href, href_list)
if(!usr.canUseTopic(src))
return
if(href_list["seticon"] && GLOB && !GLOB.bible_icon_state)
var/iconi = text2num(href_list["seticon"])
var/biblename = GLOB.biblenames[iconi]
var/obj/item/storage/book/bible/B = locate(href_list["src"])
B.icon_state = GLOB.biblestates[iconi]
B.item_state = GLOB.bibleitemstates[iconi]
var/list/skins = list()
for(var/i in 1 to GLOB.biblestates.len)
var/image/bible_image = image(icon = 'icons/obj/storage.dmi', icon_state = GLOB.biblestates[i])
skins += list("[GLOB.biblenames[i]]" = bible_image)
if(B.icon_state == "honk1" || B.icon_state == "honk2")
var/mob/living/carbon/human/H = usr
H.dna.add_mutation(CLOWNMUT)
H.dna.add_mutation(SMILE)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), SLOT_WEAR_MASK)
var/choice = show_radial_menu(user, src, skins, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 40, require_near = TRUE)
if(!choice)
return FALSE
var/bible_index = GLOB.biblenames.Find(choice)
if(!bible_index)
return FALSE
icon_state = GLOB.biblestates[bible_index]
item_state = GLOB.bibleitemstates[bible_index]
GLOB.bible_icon_state = B.icon_state
GLOB.bible_item_state = B.item_state
if(icon_state == "honk1" || icon_state == "honk2")
var/mob/living/carbon/human/H = usr
H.dna.add_mutation(CLOWNMUT)
H.dna.add_mutation(SMILE)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), SLOT_WEAR_MASK)
SSblackbox.record_feedback("text", "religion_book", 1, "[biblename]")
usr << browse(null, "window=editicon")
GLOB.bible_icon_state = icon_state
GLOB.bibleitemstates = item_state
SSblackbox.record_feedback("text", "religion_book", 1, "[choice]")
/**
* Checks if we are allowed to interact with the radial
*
* Arguements: user The mob interacting with the menu
*/
/obj/item/storage/book/bible/proc/check_menu(mob/living/carbon/human/user)
if(GLOB.bible_icon_state)
return FALSE
if(!istype(user))
return FALSE
if(!user.is_holding(src))
return FALSE
if(!user.can_read(src))
return FALSE
if(user.incapacitated())
return FALSE
if(user.job != "Chaplain")
return FALSE
return TRUE
/obj/item/storage/book/bible/proc/bless(mob/living/carbon/human/H, mob/living/user)
for(var/X in H.bodyparts)
+10 -9
View File
@@ -245,19 +245,20 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
new /obj/item/stack/cable_coil/white(src)
/obj/item/storage/toolbox/ammo
name = "ammo box"
desc = "It contains a few clips."
name = "ammunition case (7.62mm stripper clips)"
desc = "It contains a few 7.62 stripper clips."
icon_state = "ammobox"
item_state = "ammobox"
var/ammotype = /obj/item/ammo_box/a762 // make sure this is a typepath thanks
/obj/item/storage/toolbox/ammo/PopulateContents()
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
for (var/i = 0, i < 7, i++)
new ammotype(src)
/obj/item/storage/toolbox/ammo/surplus
name = "ammunition case (10mm rifle magazines)"
desc = "It contains a few 10mm rifle magazines."
ammotype = /obj/item/ammo_box/magazine/m10mm/rifle
/obj/item/storage/toolbox/infiltrator
name = "insidious case"
+3 -3
View File
@@ -297,7 +297,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
parry_time_perfect = 1.5
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 100
parry_efficiency_to_counterattack = 120
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 120
parry_efficiency_perfect_override = list(
@@ -306,13 +306,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
parry_failed_stagger_duration = 3 SECONDS
parry_data = list(
PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 7*2.5 = 17.5, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
)
)
/datum/block_parry_data/bokken/quick_parry // emphasizing REALLY SHORT PARRIES
parry_stamina_cost = 6 // still more costly than most parries, but less than a full bokken parry
parry_time_active = 5 // REALLY small parry window
parry_time_perfect = 2.5 // however...
parry_time_perfect_leeway = 2.5 // the entire time, the parry is perfect
parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
parry_failed_stagger_duration = 1 SECONDS
parry_failed_clickcd_duration = 1 SECONDS // more forgiving punishments for missed parries
// still, don't fucking miss your parries or you're down stamina and staggered to shit
+3
View File
@@ -112,3 +112,6 @@
if(0 to 25)
if(!broken)
return "<span class='warning'>It's falling apart!</span>"
/obj/structure/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
@@ -487,7 +487,7 @@
desc = "A bronze bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstacktype = /obj/item/stack/sheet/bronze
buildstackamount = 1
/obj/structure/chair/stool/brass
@@ -503,7 +503,7 @@
desc = "A bronze stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstacktype = /obj/item/stack/sheet/bronze
buildstackamount = 1
/obj/item/chair/stool/brass
@@ -569,7 +569,6 @@
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
item_chair = null
var/turns = 0
/obj/structure/chair/brass/ComponentInitialize()
return //it spins with the power of ratvar, not components.
@@ -581,16 +580,12 @@
/obj/structure/chair/brass/process()
setDir(turn(dir,-90))
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
turns++
if(turns >= 8)
STOP_PROCESSING(SSfastprocess, src)
/obj/structure/chair/brass/ratvar_act()
return
/obj/structure/chair/brass/AltClick(mob/living/user)
. = ..()
turns = 0
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(!(datum_flags & DF_ISPROCESSING))
@@ -608,7 +603,7 @@
desc = "A spinny chair made of bronze. It has little cogs for wheels!"
anchored = FALSE
icon_state = "brass_chair"
buildstacktype = /obj/item/stack/tile/bronze
buildstacktype = /obj/item/stack/sheet/bronze
buildstackamount = 1
item_chair = null
@@ -111,6 +111,9 @@
var/mob/living/L = user
if(HAS_TRAIT(L, TRAIT_SKITTISH))
. += "<span class='notice'>Ctrl-Shift-click [src] to jump inside.</span>"
if(isobserver(user))
. += "<span class='info'>It contains: [english_list(contents)].</span>"
investigate_log("had its contents examined by [user] as a ghost.", INVESTIGATE_GHOST)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target)
if(wall_mounted)
@@ -240,3 +240,14 @@
airlock_type = /obj/machinery/door/airlock/wood
mineral = "wood"
glass_type = /obj/machinery/door/airlock/wood/glass
/obj/structure/door_assembly/door_assembly_bronze
name = "bronze airlock assembly"
icon = 'icons/obj/doors/airlocks/clockwork/pinion_airlock.dmi'
base_name = "bronze airlock"
airlock_type = /obj/machinery/door/airlock/bronze
noglass = TRUE
material_type = /obj/item/stack/tile/bronze
/obj/structure/door_assembly/door_assembly_bronze/seethru
airlock_type = /obj/machinery/door/airlock/bronze/seethru
+4 -4
View File
@@ -442,19 +442,19 @@
to_chat(user, "<span class='notice'>You start slicing apart [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You slice apart [src].</span>")
var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
transfer_fingerprints_to(B)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
transfer_fingerprints_to(B)
W.play_tool_sound(src)
qdel(src)
else if(istype(W, /obj/item/stack/tile/bronze))
var/obj/item/stack/tile/bronze/B = W
else if(istype(W, /obj/item/stack/sheet/bronze))
var/obj/item/stack/sheet/bronze/B = W
if(B.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two bronze sheets to build a bronze wall!</span>")
return 0
+7 -7
View File
@@ -3,7 +3,7 @@
#define STAIR_TERMINATOR_YES 2
// dir determines the direction of travel to go upwards (due to lack of sprites, currently only 1 and 2 make sense)
// stairs require /turf/open/openspace as the tile above them to work
// stairs require /turf/open/transparent/openspace as the tile above them to work
// multiple stair objects can be chained together; the Z level transition will happen on the final stair object in the chain
/obj/structure/stairs
@@ -12,7 +12,7 @@
icon_state = "stairs"
anchored = TRUE
var/force_open_above = FALSE // replaces the turf above this stair obj with /turf/open/openspace
var/force_open_above = FALSE // replaces the turf above this stair obj with /turf/open/transparent/openspace
var/terminator_mode = STAIR_TERMINATOR_AUTOMATIC
var/turf/listeningTo
@@ -95,20 +95,20 @@
/obj/structure/stairs/proc/build_signal_listener()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW)
var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
var/turf/open/transparent/openspace/T = get_step_multiz(get_turf(src), UP)
RegisterSignal(T, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_new)
listeningTo = T
/obj/structure/stairs/proc/force_open_above()
var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
var/turf/open/transparent/openspace/T = get_step_multiz(get_turf(src), UP)
if(T && !istype(T))
T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
T.ChangeTurf(/turf/open/transparent/openspace, flags = CHANGETURF_INHERIT_AIR)
/obj/structure/stairs/proc/on_multiz_new(turf/source, dir)
if(dir == UP)
var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
var/turf/open/transparent/openspace/T = get_step_multiz(get_turf(src), UP)
if(T && !istype(T))
T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
T.ChangeTurf(/turf/open/transparent/openspace, flags = CHANGETURF_INHERIT_AIR)
/obj/structure/stairs/intercept_zImpact(atom/movable/AM, levels = 1)
. = ..()
+1 -1
View File
@@ -597,7 +597,7 @@
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
buildstack = /obj/item/stack/tile/bronze
buildstack = /obj/item/stack/sheet/bronze
canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
+23
View File
@@ -875,3 +875,26 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
return
..()
update_icon()
/obj/structure/window/bronze
name = "brass window"
desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
icon_state = "clockwork_window_single"
glass_type = /obj/item/stack/tile/bronze
/obj/structure/window/bronze/unanchored
anchored = FALSE
/obj/structure/window/bronze/fulltile
icon_state = "clockwork_window"
canSmoothWith = null
smooth = SMOOTH_TRUE
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
dir = FULLTILE_WINDOW_DIR
max_integrity = 50
glass_amount = 2
/obj/structure/window/bronze/fulltile/unanchored
anchored = FALSE