Merge branch 'master' into spike-loot-differentces

This commit is contained in:
Trilbyspaceclone
2020-08-27 03:41:14 -04:00
committed by GitHub
560 changed files with 13682 additions and 5938 deletions
@@ -63,3 +63,23 @@
/datum/effect_system/lightning_spread
effect_type = /obj/effect/particle_effect/sparks/electricity
//fake sparks, not subtyped because we don't want light/heat, nor checks inside an often used proc for a rare subcase for saving like 10 lines of code
/obj/effect/particle_effect/fake_sparks
name = "lightning"
icon_state = "electricity"
/obj/effect/particle_effect/fake_sparks/Initialize()
. = ..()
flick(icon_state, src) // replay the animation
playsound(src, "sparks", 100, TRUE)
QDEL_IN(src, 20)
/datum/effect_system/fake_spark_spread
effect_type = /obj/effect/particle_effect/fake_sparks
/proc/do_fake_sparks(n, c, source)
var/datum/effect_system/fake_spark_spread/sparks = new
sparks.set_up(n, c, source)
sparks.autocleanup = TRUE
sparks.start()
@@ -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'
+84 -7
View File
@@ -135,6 +135,14 @@ RLD
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(!(A in range(custom_range, get_turf(user))))
to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
@@ -276,13 +284,6 @@ RLD
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
@@ -856,6 +857,82 @@ RLD
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
/obj/item/construction/plumbing
name = "Plumbing Constructor"
desc = "An expertly modified RCD outfitted to construct plumbing machinery. Reload with compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "arcd"
item_state = "oldrcd"
has_ammobar = FALSE
matter = 200
max_matter = 200
///type of the plumbing machine
var/blueprint = null
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/choices = list()
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/name_to_type = list()
///
var/list/machinery_data = list("cost" = list(), "delay" = list())
/obj/item/construction/plumbing/attack_self(mob/user)
..()
if(!choices.len)
for(var/A in subtypesof(/obj/machinery/plumbing))
var/obj/machinery/plumbing/M = A
if(initial(M.rcd_constructable))
choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state)))
name_to_type[initial(M.name)] = M
machinery_data["cost"][A] = initial(M.rcd_cost)
machinery_data["delay"][A] = initial(M.rcd_delay)
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
blueprint = name_to_type[choice]
playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>You change [name]s blueprint to '[choice]'.</span>")
///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
/obj/item/construction/plumbing/proc/create_machine(atom/A, mob/user)
if(!machinery_data || !isopenturf(A))
return FALSE
if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
if(do_after(user, machinery_data["delay"][blueprint], target = A))
if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A))
useResource(machinery_data["cost"][blueprint], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
new blueprint (A, FALSE, FALSE)
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/T)
if(!isopenturf(T))
return FALSE
. = TRUE
for(var/obj/O in T.contents)
if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
return FALSE
/obj/item/construction/plumbing/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A, user))
return
if(istype(A, /obj/machinery/plumbing))
var/obj/machinery/plumbing/P = A
if(P.anchored)
to_chat(user, "<span class='warning'>The [P.name] needs to be unanchored!</span>")
return
if(do_after(user, 20, target = P))
P.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
else
create_machine(A, user)
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE
+71 -3
View File
@@ -6,6 +6,7 @@ RPD
#define ATMOS_CATEGORY 0
#define DISPOSALS_CATEGORY 1
#define TRANSIT_CATEGORY 2
#define PLUMBING_CATEGORY 3
#define BUILD_MODE (1<<0)
#define WRENCH_MODE (1<<1)
@@ -75,6 +76,13 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
)
))
GLOBAL_LIST_INIT(fluid_duct_recipes, list(
"Fluid Ducts" = list(
new /datum/pipe_info/plumbing("Duct", /obj/machinery/duct, PIPE_ONEDIR),
new /datum/pipe_info/plumbing/multilayer("Duct Layer-Manifold",/obj/machinery/duct/multilayered, PIPE_STRAIGHT)
)
))
/datum/pipe_info
var/name
var/icon_state
@@ -175,6 +183,15 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(dt == PIPE_UNARY_FLIPPABLE)
icon_state = "[icon_state]_preview"
/datum/pipe_info/plumbing/New(label, obj/path, dt=PIPE_UNARY)
name = label
id = path
icon_state = initial(path.icon_state)
dirtype = dt
/datum/pipe_info/plumbing/multilayer //exists as identifier so we can see the difference between multi_layer and just ducts properly later on
/obj/item/pipe_dispenser
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
@@ -200,15 +217,19 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/atmos_build_speed = 5 //deciseconds (500ms)
var/disposal_build_speed = 5
var/transit_build_speed = 5
var/plumbing_build_speed = 5
var/destroy_speed = 5
var/paint_speed = 5
var/category = ATMOS_CATEGORY
var/piping_layer = PIPING_LAYER_DEFAULT
var/ducting_layer = DUCT_LAYER_DEFAULT
var/datum/pipe_info/recipe
var/static/datum/pipe_info/first_atmos
var/static/datum/pipe_info/first_disposal
var/static/datum/pipe_info/first_transit
var/mode = BUILD_MODE | DESTROY_MODE | WRENCH_MODE
var/static/datum/pipe_info/first_plumbing
var/locked = FALSE //wheter we can change categories. Useful for the plumber
/obj/item/pipe_dispenser/New()
. = ..()
@@ -253,12 +274,15 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/list/data = list(
"category" = category,
"piping_layer" = piping_layer,
// "ducting_layer" = ducting_layer, //uhh is this for chem thing?
"ducting_layer" = ducting_layer,
"preview_rows" = recipe.get_preview(p_dir),
"categories" = list(),
"selected_color" = paint_color,
"paint_colors" = GLOB.pipe_paint_colors,
"mode" = mode
"mode" = mode,
"locked" = locked
)
var/list/recipes
@@ -269,6 +293,8 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipes = GLOB.disposal_pipe_recipes
if(TRANSIT_CATEGORY)
recipes = GLOB.transit_tube_recipes
if(PLUMBING_CATEGORY)
recipes = GLOB.fluid_duct_recipes
for(var/c in recipes)
var/list/cat = recipes[c]
var/list/r = list()
@@ -297,6 +323,8 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipe = first_atmos
if(TRANSIT_CATEGORY)
recipe = first_transit
if(PLUMBING_CATEGORY)
recipe = first_plumbing
p_dir = NORTH
playeffect = FALSE
if("piping_layer")
@@ -468,16 +496,56 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(mode & WRENCH_MODE)
tube.wrench_act(user, src)
return
if(PLUMBING_CATEGORY) //Plumbing.
if(!can_make_pipe)
return ..()
A = get_turf(A)
if(isclosedturf(A))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's something in the way!</span>")
return
to_chat(user, "<span class='notice'>You start building a fluid duct...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, plumbing_build_speed, target = A))
var/obj/machinery/duct/D
if(recipe.type == /datum/pipe_info/plumbing/multilayer)
var/temp_connects = NORTH + SOUTH
if(queued_p_dir == EAST)
temp_connects = EAST + WEST
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer, temp_connects)
else
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer)
D.add_fingerprint(usr)
if(mode & WRENCH_MODE)
D.wrench_act(user, src)
else
return ..()
/obj/item/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
/* unneeded, you can craft ducts from plastic
/obj/item/pipe_dispenser/plumbing
name = "Plumberinator"
desc = "A crude device to rapidly plumb things."
icon_state = "plumberer"
category = PLUMBING_CATEGORY
locked = TRUE
/obj/item/pipe_dispenser/plumbing/Initialize()
. = ..()
spark_system = new
spark_system.set_up(5, 0, src)
spark_system.attach(src)
if(!first_plumbing)
first_plumbing = GLOB.fluid_duct_recipes[GLOB.fluid_duct_recipes[1]][1]
recipe = first_plumbing
*/
#undef ATMOS_CATEGORY
#undef DISPOSALS_CATEGORY
#undef TRANSIT_CATEGORY
#undef PLUMBING_CATEGORY
#undef BUILD_MODE
#undef DESTROY_MODE
@@ -48,6 +48,13 @@
/obj/item/stack/cable_coil = 5,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/medipen_refiller
name = "Medipen Refiller (Machine Board)"
icon_state = "medical"
build_path = /obj/machinery/medipen_refiller
req_components = list(
/obj/item/stock_parts/matter_bin = 1)
/obj/item/circuitboard/machine/clonepod
name = "Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod
@@ -512,6 +519,10 @@
/obj/item/stack/sheet/glass = 1)
needs_anchored = FALSE
/obj/item/circuitboard/machine/hydroponics/automagic
name = "Automatic Hydroponics Tray (Machine Board)"
build_path = /obj/machinery/hydroponics/constructable/automagic
/obj/item/circuitboard/machine/seed_extractor
name = "Seed Extractor (Machine Board)"
build_path = /obj/machinery/seed_extractor
+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."
+7 -2
View File
@@ -60,7 +60,8 @@
if(target)
if(!QDELETED(target))
location = get_turf(target)
target.cut_overlay(plastic_overlay, TRUE)
target.cut_overlay(plastic_overlay)
UnregisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_plastic_overlay)
if(!ismob(target) || full_damage_on_mobs)
target.ex_act(EXPLODE_HEAVY, target)
else
@@ -126,13 +127,17 @@
I.embedding["embed_chance"] = 0
I.updateEmbedding()
target.add_overlay(plastic_overlay, TRUE)
RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_plastic_overlay)
target.update_icon()
if(!nadeassembly)
to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [det_time].</span>")
addtimer(CALLBACK(src, .proc/prime), det_time*10)
else
qdel(src) //How?
/obj/item/grenade/plastic/proc/add_plastic_overlay(atom/source, list/overlay_list)
overlay_list += plastic_overlay
/obj/item/grenade/plastic/proc/shout_syndicate_crap(mob/M)
if(!M)
return
@@ -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)"
+77 -13
View File
@@ -47,8 +47,11 @@
spawn_option(stored_options[choice],M)
qdel(src)
/obj/item/choice_beacon/proc/spawn_option(obj/choice,mob/living/M)
var/obj/new_item = new choice()
/obj/item/choice_beacon/proc/create_choice_atom(atom/choice, mob/owner)
return new choice()
/obj/item/choice_beacon/proc/spawn_option(atom/choice,mob/living/M)
var/obj/new_item = create_choice_atom(choice, M)
var/obj/structure/closet/supplypod/bluespacepod/pod = new()
pod.explosionSize = list(0,0,0,0)
new_item.forceMove(pod)
@@ -152,10 +155,50 @@
augment_list[initial(A.name)] = A
return augment_list
/obj/item/choice_beacon/augments/spawn_option(obj/choice,mob/living/M)
/obj/item/choice_beacon/augments/spawn_option(atom/choice,mob/living/M)
new choice(get_turf(M))
to_chat(M, "<span class='hear'>You hear something crackle from the beacon for a moment before a voice speaks. \"Please stand by for a message from S.E.L.F. Message as follows: <b>Item request received. Your package has been transported, use the autosurgeon supplied to apply the upgrade.</b> Message ends.\"</span>")
/obj/item/choice_beacon/pet //donator beacon that summons a small friendly animal
name = "pet beacon"
desc = "Straight from the outerspace pet shop to your feet."
var/static/list/pets = list("Crab" = /mob/living/simple_animal/crab,
"Cat" = /mob/living/simple_animal/pet/cat,
"Space cat" = /mob/living/simple_animal/pet/cat/space,
"Kitten" = /mob/living/simple_animal/pet/cat/kitten,
"Dog" = /mob/living/simple_animal/pet/dog,
"Corgi" = /mob/living/simple_animal/pet/dog/corgi,
"Pug" = /mob/living/simple_animal/pet/dog/pug,
"Exotic Corgi" = /mob/living/simple_animal/pet/dog/corgi/exoticcorgi,
"Fox" = /mob/living/simple_animal/pet/fox,
"Red Panda" = /mob/living/simple_animal/pet/redpanda,
"Possum" = /mob/living/simple_animal/opossum)
var/pet_name
/obj/item/choice_beacon/pet/generate_display_names()
return pets
/obj/item/choice_beacon/pet/create_choice_atom(atom/choice, mob/owner)
var/mob/living/simple_animal/new_choice = new choice()
new_choice.butcher_results = null //please don't eat your pet, chef
var/obj/item/pet_carrier/donator/carrier = new() //a donator pet carrier is just a carrier that can't be shoved in an autolathe for metal
carrier.add_occupant(new_choice)
new_choice.mob_size = MOB_SIZE_TINY //yeah we're not letting you use this roundstart pet to hurt people / knock them down
new_choice.pass_flags = PASSTABLE | PASSMOB //your pet is not a bullet/person shield
new_choice.density = FALSE
new_choice.blood_volume = 0 //your pet cannot be used to drain blood from for a bloodsucker
new_choice.desc = "A pet [initial(choice.name)], owned by [owner]!"
new_choice.can_have_ai = FALSE //no it cant be sentient damnit
if(pet_name)
new_choice.name = pet_name
new_choice.unique_name = TRUE
return carrier
/obj/item/choice_beacon/pet/spawn_option(atom/choice,mob/living/M)
pet_name = input(M, "What would you like to name the pet? (leave blank for default name)", "Pet Name")
..()
//choice boxes (they just open in your hand instead of making a pod)
/obj/item/choice_beacon/box
name = "choice box (default)"
desc = "Think really hard about what you want, and then rip it open!"
@@ -163,21 +206,17 @@
icon_state = "deliverypackage3"
item_state = "deliverypackage3"
/obj/item/choice_beacon/box/spawn_option(obj/choice,mob/living/M)
to_chat(M, "<span class='hear'>The box opens, revealing the [choice]!</span>")
/obj/item/choice_beacon/box/spawn_option(atom/choice,mob/living/M)
var/choice_text = choice
if(ispath(choice_text))
choice_text = initial(choice.name)
to_chat(M, "<span class='hear'>The box opens, revealing the [choice_text]!</span>")
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
M.temporarilyRemoveItemFromInventory(src, TRUE)
M.put_in_hands(new choice)
qdel(src)
/obj/item/choice_beacon/box/plushie
name = "choice box (plushie)"
desc = "Using the power of quantum entanglement, this box contains every plush, until the moment it is opened!"
icon = 'icons/obj/plushes.dmi'
icon_state = "box"
item_state = "box"
/obj/item/choice_beacon/box/spawn_option(choice,mob/living/M)
/obj/item/choice_beacon/box/plushie/spawn_option(choice,mob/living/M)
if(ispath(choice, /obj/item/toy/plush))
..() //regular plush, spawn it naturally
else
@@ -188,6 +227,31 @@
M.put_in_hands(new choice)
qdel(src)
/obj/item/choice_beacon/box/carpet //donator carpet beacon
name = "choice box (carpet)"
desc = "Contains 50 of a selected carpet inside!"
var/static/list/carpet_list = list(/obj/item/stack/tile/carpet/black/fifty = "Black Carpet",
"Black & Red Carpet" = /obj/item/stack/tile/carpet/blackred/fifty,
"Monochrome Carpet" = /obj/item/stack/tile/carpet/monochrome/fifty,
"Blue Carpet" = /obj/item/stack/tile/carpet/blue/fifty,
"Cyan Carpet" = /obj/item/stack/tile/carpet/cyan/fifty,
"Green Carpet" = /obj/item/stack/tile/carpet/green/fifty,
"Orange Carpet" = /obj/item/stack/tile/carpet/orange/fifty,
"Purple Carpet" = /obj/item/stack/tile/carpet/purple/fifty,
"Red Carpet" = /obj/item/stack/tile/carpet/red/fifty,
"Royal Black Carpet" = /obj/item/stack/tile/carpet/royalblack/fifty,
"Royal Blue Carpet" = /obj/item/stack/tile/carpet/royalblue/fifty)
/obj/item/choice_beacon/box/carpet/generate_display_names()
return carpet_list
/obj/item/choice_beacon/box/plushie
name = "choice box (plushie)"
desc = "Using the power of quantum entanglement, this box contains every plush, until the moment it is opened!"
icon = 'icons/obj/plushes.dmi'
icon_state = "box"
item_state = "box"
/obj/item/choice_beacon/box/plushie/generate_display_names()
var/list/plushie_list = list()
//plushie set 1: just subtypes of /obj/item/toy/plush
+67 -8
View File
@@ -29,6 +29,9 @@
var/has_lock_sprites = TRUE //whether to load the lock overlays or not
var/allows_hostiles = FALSE //does the pet carrier allow hostile entities to be held within it?
/obj/item/pet_carrier/donator
custom_materials = null //you cant just use the loadout item to get free metal!
/obj/item/pet_carrier/Destroy()
if(occupants.len)
for(var/V in occupants)
@@ -240,7 +243,31 @@
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 +275,28 @@
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 +304,24 @@
. = ..()
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 +334,18 @@
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."
@@ -128,6 +128,7 @@
absorption_capacity = 5
splint_factor = 0.35
custom_price = PRICE_REALLY_CHEAP
grind_results = list(/datum/reagent/cellulose = 2)
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
@@ -412,6 +412,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
force = 0
throwforce = 0
merge_type = /obj/item/stack/sheet/cloth
grind_results = list(/datum/reagent/cellulose = 2)
/obj/item/stack/sheet/cloth/get_main_recipes()
. = ..()
@@ -672,6 +673,10 @@ 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), \
@@ -679,9 +684,10 @@ 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 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"
@@ -690,27 +696,21 @@ 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
/*
@@ -774,6 +774,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
new /datum/stack_recipe("water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/empty), \
new /datum/stack_recipe("large water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/large/empty,3), \
new /datum/stack_recipe("shower curtain", /obj/structure/curtain, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("duct", /obj/item/stack/ducts,1), \
new /datum/stack_recipe("laser pointer case", /obj/item/glasswork/glass_base/laserpointer_shell, 30), \
new /datum/stack_recipe("wet floor sign", /obj/item/caution, 2)))
@@ -842,6 +843,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
merge_type = /obj/item/stack/sheet/cotton
var/pull_effort = 30
var/loom_result = /obj/item/stack/sheet/cloth
grind_results = list(/datum/reagent/cellulose = 5)
/obj/item/stack/sheet/cotton/ten
amount = 10
@@ -857,6 +859,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
merge_type = /obj/item/stack/sheet/cotton/durathread
pull_effort = 70
loom_result = /obj/item/stack/sheet/durathread
grind_results = list(/datum/reagent/cellulose = 10)
/obj/item/stack/sheet/meat
name = "meat sheets"
@@ -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)
+2 -2
View File
@@ -478,7 +478,7 @@
/obj/item/assembly/signaler,
/obj/item/lightreplacer,
/obj/item/rcd_ammo,
/obj/item/construction/rcd,
/obj/item/construction,
/obj/item/pipe_dispenser,
/obj/item/stack/rods,
/obj/item/stack/tile/plasteel,
@@ -492,7 +492,7 @@
icon_state = "grenadebeltnew"
item_state = "security"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/belt/grenade/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
+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)
+12 -10
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"
@@ -280,6 +281,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/clothing/suit/armor/vest/infiltrator,
/obj/item/clothing/under/syndicate/bloodred,
/obj/item/clothing/gloves/color/latex/nitrile/infiltrator,
/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator,
/obj/item/clothing/mask/infiltrator,
/obj/item/clothing/shoes/combat/sneakboots,
/obj/item/gun/ballistic/automatic/pistol,
@@ -291,7 +293,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
new /obj/item/clothing/head/helmet/infiltrator(src)
new /obj/item/clothing/suit/armor/vest/infiltrator(src)
new /obj/item/clothing/under/syndicate/bloodred(src)
new /obj/item/clothing/gloves/color/latex/nitrile/infiltrator(src)
new /obj/item/clothing/gloves/tackler/combat/insulated/infiltrator(src)
new /obj/item/clothing/mask/infiltrator(src)
new /obj/item/clothing/shoes/combat/sneakboots(src)
+22 -3
View File
@@ -257,6 +257,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/katana/timestop
name = "temporal katana"
desc = "Delicately balanced, this finely-crafted blade hums with barely-restrained potential."
icon_state = "temporalkatana"
item_state = "temporalkatana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
block_chance = 0 // oops
force = 27.5 // oops
item_flags = ITEM_CAN_PARRY
@@ -268,6 +272,21 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
flynn.emote("smirk")
new /obj/effect/timestop/magic(get_turf(owner), 1, 50, list(owner)) // null roddies counter
/obj/item/katana/timestop/suicide_act(mob/living/user) // stolen from hierophant staff
new /obj/effect/timestop/magic(get_turf(user), 1, 50, list(user)) // free usage for dying
user.visible_message("<span class='suicide'>[user] poses menacingly with the [src]! It looks like [user.p_theyre()] trying to teleport behind someone!</span>")
user.say("Heh.. Nothing personnel, kid..", forced = "temporal katana suicide")
sleep(20)
if(!user)
return
user.visible_message("<span class='hierophant_warning'>[user] vanishes into a cloud of falling dust and burning embers, likely off to style on some poor sod in the distance!</span>")
playsound(user,'sound/magic/blink.ogg', 75, TRUE)
for(var/obj/item/I in user)
if(I != src)
user.dropItemToGround(I)
user.dropItemToGround(src) //Drop us last, so it goes on top of their stuff
qdel(user)
/obj/item/melee/bokken // parrying stick
name = "bokken"
desc = "A space-Japanese training sword made of wood and shaped like a katana."
@@ -302,7 +321,7 @@ 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(
@@ -311,13 +330,13 @@ 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 -3
View File
@@ -186,7 +186,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(!acid_level)
SSacid.processing[src] = src
add_overlay(GLOB.acid_overlay, TRUE)
update_icon()
var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids.
if(acid_level < acid_cap)
acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
@@ -224,7 +224,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE))
resistance_flags |= ON_FIRE
SSfire_burning.processing[src] = src
add_overlay(GLOB.fire_overlay, TRUE)
update_icon()
return 1
//called when the obj is destroyed by fire
@@ -236,7 +236,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
/obj/proc/extinguish()
if(resistance_flags & ON_FIRE)
resistance_flags &= ~ON_FIRE
cut_overlay(GLOB.fire_overlay, TRUE)
update_icon()
SSfire_burning.processing -= src
/obj/zap_act(power, zap_flags, shocked_targets)
+10
View File
@@ -317,6 +317,13 @@
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
/obj/update_overlays()
. = ..()
if(acid_level)
. += GLOB.acid_overlay
if(resistance_flags & ON_FIRE)
. += GLOB.fire_overlay
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/proc/autolathe_crafted(obj/machinery/autolathe/A)
@@ -329,3 +336,6 @@
. = ..()
if(. && ricochet_damage_mod)
take_damage(P.damage * ricochet_damage_mod, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along ricochet_damage_mod damage to the structure for the ricochet
/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
return
+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
+15 -1
View File
@@ -243,10 +243,24 @@ LINEN BINS
/obj/item/bedsheet/random/Initialize()
..()
var/type = pick(typesof(/obj/item/bedsheet) - /obj/item/bedsheet/random)
var/type = pick(typesof(/obj/item/bedsheet) - list(/obj/item/bedsheet/random, /obj/item/bedsheet/chameleon))
new type(loc)
return INITIALIZE_HINT_QDEL
/obj/item/bedsheet/chameleon //donator chameleon bedsheet
name = "chameleon bedsheet"
desc = "Bedsheet technology has truly gone too far."
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/bedsheet/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/bedsheet
chameleon_action.chameleon_name = "Bedsheet"
chameleon_action.chameleon_blacklist = typecacheof(list(/obj/item/bedsheet/chameleon, /obj/item/bedsheet/random), only_root_path = TRUE)
chameleon_action.initialize_disguises()
//bedsheet bin
/obj/structure/bedsheetbin
name = "linen bin"
desc = "It looks rather cosy."
@@ -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
+5 -1
View File
@@ -86,6 +86,10 @@
/obj/structure/grille/attack_animal(mob/user)
. = ..()
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
return
user.DelayNextAction(flush = TRUE)
user.do_attack_animation(src)
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille)
take_damage(rand(5,10), BRUTE, "melee", 1)
@@ -114,12 +118,12 @@
/obj/structure/grille/attack_alien(mob/living/user)
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
return
user.DelayNextAction(flush = TRUE)
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGRILLE))
return TRUE
@@ -9,7 +9,7 @@
var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
var/activated = FALSE //whether we are active and generating chems
var/reagent_id = /datum/reagent/fuel/oil
var/reagent_id = /datum/reagent/oil
var/potency = 2 //how much reagents we add every process (2 seconds)
var/max_volume = 500
var/start_volume = 50
@@ -77,10 +77,10 @@
/obj/item/plunger/reinforced
name = "reinforced plunger"
desc = "It's an M. 7 Reinforced Plunger© for heavy duty plunging."
desc = "It's an M. 7 Reinforced Plunger for heavy duty plunging."
icon_state = "reinforced_plunger"
reinforced = TRUE
plunge_mod = 0.8
custom_premium_price = 1200
custom_premium_price = 600
+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