Merge branch 'master' into job-menu-improvements
This commit is contained in:
@@ -230,24 +230,23 @@
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/obj/effect/proc_holder/changeling/sting/LSD
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name = "Hallucination Sting"
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desc = "Causes terror in the target."
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helptext = "We evolve the ability to sting a target with a powerful hallucinogenic chemical. The target does not notice they have been stung, and the effect begins after a few seconds."
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desc = "Causes terror in the target and deals a minor amount of toxin damage."
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helptext = "We evolve the ability to sting a target with a powerful toxic hallucinogenic chemical. The target does not notice they have been stung, and the effect begins instantaneously. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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sting_icon = "sting_lsd"
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chemical_cost = 10
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dna_cost = 1
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loudness = 1
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action_icon = 'icons/mob/actions/actions_changeling.dmi'
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action_icon_state = "ling_sting_lsd"
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action_background_icon_state = "bg_ling"
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/obj/effect/proc_holder/changeling/sting/LSD/sting_action(mob/user, mob/living/carbon/target)
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/obj/effect/proc_holder/changeling/sting/LSD/sting_action(mob/user, mob/target)
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log_combat(user, target, "stung", "LSD sting")
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addtimer(CALLBACK(src, .proc/hallucination_time, target), rand(100,200))
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if(target.reagents)
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target.reagents.add_reagent("regenerative_materia", 5)
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target.reagents.add_reagent("mindbreaker", 5)
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return TRUE
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/obj/effect/proc_holder/changeling/sting/LSD/proc/hallucination_time(mob/living/carbon/target)
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if(target)
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target.hallucination = max(90, target.hallucination)
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/obj/effect/proc_holder/changeling/sting/cryo
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name = "Cryogenic Sting"
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desc = "We silently sting a human with a cocktail of chemicals that freeze them."
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@@ -317,6 +317,8 @@
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var/list/cant_craft = list()
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for(var/rec in GLOB.crafting_recipes)
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var/datum/crafting_recipe/R = rec
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if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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continue
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if((R.category != cur_category) || (R.subcategory != cur_subcategory))
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continue
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if(check_contents(R, surroundings))
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@@ -431,3 +433,10 @@
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data["tool_text"] = tool_text
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return data
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//Mind helpers
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/datum/mind/proc/teach_crafting_recipe(R)
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if(!learned_recipes)
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learned_recipes = list()
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learned_recipes |= R
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@@ -9,6 +9,7 @@
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var/chem_catalysts[] = list() //like tools but for reagents
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var/category = CAT_NONE //where it shows up in the crafting UI
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var/subcategory = CAT_NONE
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var/always_availible = TRUE //Set to FALSE if it needs to be learned first.
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/datum/crafting_recipe/pin_removal
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name = "Pin Removal"
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@@ -283,7 +283,7 @@
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tastes = list("blackberry" = 2, "strawberries" = 2, "chocolate" = 2, "sweetness" = 2,"cake" = 3)
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foodtype = GRAIN | DAIRY | FRUIT | SUGAR
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obj/item/reagent_containers/food/snacks/store/cake/holy_cake
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/obj/item/reagent_containers/food/snacks/store/cake/holy_cake
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name = "angel food cake"
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desc = "A cake made for angels and chaplains alike! Contains holy water."
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icon = 'modular_citadel/icons/obj/food/cake.dmi'
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@@ -322,7 +322,7 @@ obj/item/reagent_containers/food/snacks/store/cake/pound_cake
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tastes = list("cake" = 5, "sweetness" = 5, "batter" = 1)
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foodtype = GRAIN | DAIRY | SUGAR | JUNKFOOD
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obj/item/reagent_containers/food/snacks/store/cake/hardware_cake
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/obj/item/reagent_containers/food/snacks/store/cake/hardware_cake
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name = "hardware cake"
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desc = "A cake that is made with electronic boards and leaks acid..."
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icon = 'modular_citadel/icons/obj/food/cake.dmi'
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@@ -432,7 +432,21 @@
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/mob/dead/new_player/proc/LateChoices()
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var/list/dat = list("<div class='notice'>Round Duration: [DisplayTimeText(world.time - SSticker.round_start_time)]</div>")
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var/level = "green"
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switch(GLOB.security_level)
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if(SEC_LEVEL_GREEN)
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level = "green"
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if(SEC_LEVEL_BLUE)
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level = "blue"
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if(SEC_LEVEL_AMBER)
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level = "amber"
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if(SEC_LEVEL_RED)
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level = "red"
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if(SEC_LEVEL_DELTA)
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level = "delta"
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var/dat = "<div class='notice'>Round Duration: [DisplayTimeText(world.time - SSticker.round_start_time)]<br>Alert Level: [capitalize(level)]</div>"
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if(SSshuttle.emergency)
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switch(SSshuttle.emergency.mode)
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if(SHUTTLE_ESCAPE)
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@@ -601,4 +615,4 @@
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message_admins("[src.ckey] just got booted back to lobby with no jobs enabled, but antag rolling enabled. Likely antag rolling abuse.")
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return FALSE //This is the only case someone should actually be completely blocked from antag rolling as well
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return TRUE
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return TRUE
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@@ -699,9 +699,10 @@
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clear_fullscreen("critvision")
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//Oxygen damage overlay
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if(oxyloss)
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var/windedup = getOxyLoss() + getStaminaLoss() * 0.2 + stamdamageoverlaytemp
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if(windedup)
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var/severity = 0
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switch(oxyloss)
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switch(windedup)
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if(10 to 20)
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severity = 1
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if(20 to 25)
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@@ -61,5 +61,6 @@
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var/next_hallucination = 0
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var/cpr_time = 1 //CPR cooldown.
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var/damageoverlaytemp = 0
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var/stamdamageoverlaytemp = 0
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var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
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@@ -1781,6 +1781,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(CLONE)
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H.adjustCloneLoss(damage * hit_percent * H.physiology.clone_mod)
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if(STAMINA)
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H.stamdamageoverlaytemp = 20
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if(BP)
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if(damage > 0 ? BP.receive_damage(0, 0, damage * hit_percent * H.physiology.stamina_mod) : BP.heal_damage(0, 0, abs(damage * hit_percent * H.physiology.stamina_mod), only_robotic = FALSE, only_organic = FALSE))
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H.update_stamina()
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@@ -4,8 +4,9 @@
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if(notransform)
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return
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if(damageoverlaytemp)
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if(damageoverlaytemp || stamdamageoverlaytemp)
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damageoverlaytemp = 0
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stamdamageoverlaytemp = 0
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update_damage_hud()
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if(stat != DEAD) //Reagent processing needs to come before breathing, to prevent edge cases.
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@@ -62,3 +62,8 @@
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e_cost = 200
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select_name = "stun"
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projectile_type = /obj/item/projectile/energy/tesla/revolver
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/obj/item/ammo_casing/energy/emitter
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fire_sound = 'sound/weapons/emitter.ogg'
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e_cost = 2000 //20,000 is in the cell making this 10 shots before reload
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projectile_type = /obj/item/projectile/beam/emitter
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@@ -304,3 +304,22 @@
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/obj/item/gun/energy/gravity_gun/security
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pin = /obj/item/firing_pin
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//Emitter Gun
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/obj/item/gun/energy/emitter
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name = "Emitter Carbine"
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desc = "A small emitter fitted into a handgun case, do to size constraints and safety it can only shoot about ten times when fully charged."
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icon_state = "emitter_carbine"
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force = 12
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w_class = WEIGHT_CLASS_SMALL
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cell_type = /obj/item/stock_parts/cell/super
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ammo_type = list(/obj/item/ammo_casing/energy/emitter)
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/obj/item/gun/energy/emitter/update_icon()
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..()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(!QDELETED(cell) && (cell.charge > shot.e_cost))
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add_overlay("emitter_carbine_empty")
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else
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add_overlay("emitter_carbine")
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@@ -414,8 +414,8 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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/datum/uplink_item/dangerous/rapier
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name = "Rapier"
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desc = "A fancy rapier with a diamond tip piercing anything that it comes into contack with. \
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The rapier comes with its own shielf, this is rather noticeable as only the captain is known to carry a shielf. \
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The shielf itself can be used to block melee attacks only. Its also jet black colours."
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The rapier comes with its own sheath, this is rather noticeable as only the captain is known to carry a sheath. \
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The sheath itself can be used to block melee attacks only. Its also jet black colours."
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item = /obj/item/storage/belt/sabre/rapier
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cost = 8
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exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
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@@ -1837,6 +1837,13 @@ datum/uplink_item/stealthy_weapons/taeclowndo_shoes
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item = /obj/item/clothing/shoes/clown_shoes/taeclowndo
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restricted_roles = list("Clown")
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/datum/uplink_item/role_restricted/emitter_cannon
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name = "Emitter Cannon"
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desc = "A small emitter fitted into a gun case, do to size constraints and safety it can only shoot about ten times when fully charged."
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cost = 5 //Low ammo, and deals same as 10mm but emp-able
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item = /obj/item/gun/energy/emitter
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restricted_roles = list("Chief Engineer", "Station Engineer", "Atmospheric Technician")
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// Pointless
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/datum/uplink_item/badass
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category = "(Pointless) Badassery"
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