Merge remote-tracking branch 'citadel/master' into combat_rework

This commit is contained in:
kevinz000
2020-05-24 15:03:06 -07:00
1045 changed files with 21989 additions and 11144 deletions
+5
View File
@@ -22,6 +22,11 @@
sparks.set_up(2,0)
sparks.attach(src)
update_icon()
new_occupant_dir = dir
/obj/machinery/vr_sleeper/setDir(newdir)
. = ..()
new_occupant_dir = dir
/obj/machinery/vr_sleeper/attackby(obj/item/I, mob/user, params)
if(!state_open && !occupant)
+1 -1
View File
@@ -4,7 +4,7 @@
var/F = file("[GLOB.log_directory]/[subject].html")
WRITE_FILE(F, "<small>[TIME_STAMP("hh:mm:ss", FALSE)] [REF(src)] ([x],[y],[z])</small> || [src] [message]<br>")
/client/proc/investigate_show(subject in list("notes, memos, watchlist", INVESTIGATE_RCD, INVESTIGATE_RESEARCH, INVESTIGATE_EXONET, INVESTIGATE_PORTAL, INVESTIGATE_SINGULO, INVESTIGATE_WIRES, INVESTIGATE_TELESCI, INVESTIGATE_GRAVITY, INVESTIGATE_RECORDS, INVESTIGATE_CARGO, INVESTIGATE_SUPERMATTER, INVESTIGATE_ATMOS, INVESTIGATE_EXPERIMENTOR, INVESTIGATE_BOTANY, INVESTIGATE_HALLUCINATIONS, INVESTIGATE_RADIATION, INVESTIGATE_CIRCUIT, INVESTIGATE_NANITES) )
/client/proc/investigate_show(subject in list("notes, memos, watchlist", INVESTIGATE_RCD, INVESTIGATE_RESEARCH, INVESTIGATE_EXONET, INVESTIGATE_PORTAL, INVESTIGATE_SINGULO, INVESTIGATE_WIRES, INVESTIGATE_TELESCI, INVESTIGATE_GRAVITY, INVESTIGATE_RECORDS, INVESTIGATE_CARGO, INVESTIGATE_SUPERMATTER, INVESTIGATE_ATMOS, INVESTIGATE_EXPERIMENTOR, INVESTIGATE_BOTANY, INVESTIGATE_HALLUCINATIONS, INVESTIGATE_RADIATION, INVESTIGATE_CIRCUIT, INVESTIGATE_NANITES, INVESTIGATE_CRYOGENICS) )
set name = "Investigate"
set category = "Admin"
if(!holder)
+1
View File
@@ -106,6 +106,7 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/show_tip,
/client/proc/smite,
/client/proc/admin_away,
/client/proc/cmd_admin_toggle_fov,
/client/proc/roll_dices //CIT CHANGE - Adds dice verb
))
GLOBAL_PROTECT(admin_verbs_fun)
+48
View File
@@ -142,3 +142,51 @@ GLOBAL_LIST(round_end_notifiees)
log_admin("[sender.friendly_name] has added [params] to the current round's bunker bypass list.")
message_admins("[sender.friendly_name] has added [params] to the current round's bunker bypass list.")
return "[params] has been added to the current round's bunker bypass list."
// More (silly) chat commands citadel added.
/datum/tgs_chat_command/wheelofsalt
name = "wheelofsalt"
help_text = "What are Citadel Station 13 players salting about today? Spin the wheel and find out!"
/datum/tgs_chat_command/wheelofsalt/Run(datum/tgs_chat_user/sender, params)
var/saltresult = "The wheel of salt [pick("clatters","screams","vibrates","clanks","resonates","groans","moans","squeaks","emits a[pick(" god-forsaken"," lewd"," creepy"," generic","n orgasmic"," demonic")] [pick("airhorn","bike horn","trumpet","clown","latex","vore","dog","laughing")] noise")] as it spins violently... And it seems the salt of the day is the "
var/saltprimarysubject = "[pick("combat","medical","grab","furry","wall","orgasm","cat","ERP","lizard","dog","latex","vision cone","atmospherics","table","chem","vore","dogborg","Skylar Lineman","Mekhi Anderson","Peppermint","rework","cum","dick","cockvore","Medihound","sleeper","belly sleeper","door wires","flightsuit","coder privilege","Developer abuse","ban reason","github self merge","red panda","beret","male catgirl","powergame","hexacrocin","Discord server","Clitadel","Cargonia","Solarian Republic","Main and RP merger","bluespace","salt","chem dispenser theft","Botany","moth","BWOINK","anal vore","stamina","Mason Jakops","mining","noodle","milf","Lavaland","Necropolis","Ashwalker","Chase Redtail","Drew Mint","Pavel Marsk","Joker Amari","Durgit","chaplain","Antag","nanite","Syndicate","Nar-Sie","Ratvar","Cult","maint","Foam-Force","AI","cyborg","ghost","clockwork","cyberpunk","vaporwave","Clown","Leon Beech","Mime","security","research","Megafauna","Bubblegum","Ash Drake","Legion","Colossus","White Shuttle","Changeling","Cowboy","Space Ninja","Poly","Revolutionary","Skyrim","forbidden fruits","xenomorph","blob","Nuclear Operative","crossdressing")]"
var/saltsecondarysubject = "[pick("rework","changes","r34","ban","removal","addition","leak","proposal","fanart","introduction","tabling","ERP","bikeshedding","crossdressing","sprites","semen keg","argument","theft","nerf","screeching","salt","creampie","lewding","murder","kissing","marriage","replacement","fucking","ship","netflix adaptation","dance","remaster","system","voyeur","decoration","pre-order","bukkake","seduction","worship","gangbang","handholding")]"
if(prob(10))
saltresult += "@here for your salt, all day every day"
if(prob(1))
saltresult += " @everyone gets some salt this time too"
else
saltresult += "[saltprimarysubject] [saltsecondarysubject]"
return "[saltresult]!"
/datum/tgs_chat_command/valentine
name = "valentine"
help_text = "Get a random flirt line."
/datum/tgs_chat_command/valentine/Run(datum/tgs_chat_user/sender, params)
return "[pick(GLOB.flirts)]"
/datum/tgs_chat_command/despacito
name = "despacito" //someone please high effort this sometime and make it a full on ytdl search
help_text = "This is so sad."
/datum/tgs_chat_command/despacito/Run()
return "https://www.youtube.com/watch?v=kJQP7kiw5Fk"
/datum/tgs_chat_command/poly
name = "poly"
help_text = "The Lewder, more applicable Poly speak for Citadel Station 13."
var/list/speech_buffer
/datum/tgs_chat_command/poly/Run()
LAZYINITLIST(speech_buffer) //I figure this is just safe to do for everything at this point
if(length(speech_buffer)) //Let's not look up the whole json EVERY TIME, just the first time.
return "[pick(speech_buffer)]"
else
var/json_file = file("data/npc_saves/Poly.json")
if(!fexists(json_file))
return "**BAWWWWWK!** LEAVE THE HEADSET! ***BAWKKKKK!!***"
var/list/json = json_decode(file2text(json_file))
speech_buffer = json["phrases"]
return "[pick(speech_buffer)]"
+12 -59
View File
@@ -63,16 +63,12 @@
<A href='?src=[REF(src)];[HrefToken()];secrets=delayed_onlyone'>There can only be one! (40-second delay)</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=stupify'>Make all players stupid</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=eagles'>Egalitarian Station Mode</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=ancap'>Anarcho-Capitalist Station Mode</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=blackout'>Break all lights</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=whiteout'>Fix all lights</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=floorlava'>The floor is lava! (DANGEROUS: extremely lame)</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=customportal'>Spawn a custom portal storm</A><BR>
<BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=flipmovement'>Flip client movement directions</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=randommovement'>Randomize client movement directions</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=custommovement'>Set each movement direction manually</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=resetmovement'>Reset movement directions to default</A><BR>
<BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=changebombcap'>Change bomb cap</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=masspurrbation'>Mass Purrbation</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=massremovepurrbation'>Mass Remove Purrbation</A><BR>
@@ -478,6 +474,17 @@
usr.client.ak47s()
sound_to_playing_players('sound/misc/ak47s.ogg')
if("ancap")
if(!check_rights(R_FUN))
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Anarcho-capitalist Station"))
SSeconomy.full_ancap = !SSeconomy.full_ancap
message_admins("[key_name_admin(usr)] toggled Anarcho-capitalist mode")
if(SSeconomy.full_ancap)
priority_announce("The NAP is now in full effect.", null, "commandreport")
else
priority_announce("The NAP has been revoked.", null, "commandreport")
if("guns")
if(!check_rights(R_FUN))
return
@@ -591,60 +598,6 @@
purrbation.")
log_admin("[key_name(usr)] has removed everyone from purrbation.")
if("flipmovement")
if(!check_rights(R_FUN))
return
if(alert("Flip all movement controls?","Confirm","Yes","Cancel") == "Cancel")
return
var/list/movement_keys = SSinput.movement_keys
for(var/i in 1 to movement_keys.len)
var/key = movement_keys[i]
movement_keys[key] = turn(movement_keys[key], 180)
message_admins("[key_name_admin(usr)] has flipped all movement directions.")
log_admin("[key_name(usr)] has flipped all movement directions.")
if("randommovement")
if(!check_rights(R_FUN))
return
if(alert("Randomize all movement controls?","Confirm","Yes","Cancel") == "Cancel")
return
var/list/movement_keys = SSinput.movement_keys
for(var/i in 1 to movement_keys.len)
var/key = movement_keys[i]
movement_keys[key] = turn(movement_keys[key], 45 * rand(1, 8))
message_admins("[key_name_admin(usr)] has randomized all movement directions.")
log_admin("[key_name(usr)] has randomized all movement directions.")
if("custommovement")
if(!check_rights(R_FUN))
return
if(alert("Are you sure you want to change every movement key?","Confirm","Yes","Cancel") == "Cancel")
return
var/list/movement_keys = SSinput.movement_keys
var/list/new_movement = list()
for(var/i in 1 to movement_keys.len)
var/key = movement_keys[i]
var/msg = "Please input the new movement direction when the user presses [key]. Ex. northeast"
var/title = "New direction for [key]"
var/new_direction = text2dir(input(usr, msg, title) as text|null)
if(!new_direction)
new_direction = movement_keys[key]
new_movement[key] = new_direction
SSinput.movement_keys = new_movement
message_admins("[key_name_admin(usr)] has configured all movement directions.")
log_admin("[key_name(usr)] has configured all movement directions.")
if("resetmovement")
if(!check_rights(R_FUN))
return
if(alert("Are you sure you want to reset movement keys to default?","Confirm","Yes","Cancel") == "Cancel")
return
SSinput.setup_default_movement_keys()
message_admins("[key_name_admin(usr)] has reset all movement keys.")
log_admin("[key_name(usr)] has reset all movement keys.")
if("customportal")
if(!check_rights(R_FUN))
return
-2
View File
@@ -1025,8 +1025,6 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
v = SSnpcpool
if("SSmobs")
v = SSmobs
if("SSmood")
v = SSmood
if("SSquirks")
v = SSquirks
if("SSwet_floors")
+52
View File
@@ -1218,6 +1218,58 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggled Hub Visibility", "[GLOB.hub_visibility ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_toggle_fov()
set category = "Fun"
set name = "Enable/Disable Field of Vision"
var/static/busy_toggling_fov = FALSE
if(!check_rights(R_ADMIN) || !check_rights(R_FUN))
return
var/on_off = CONFIG_GET(flag/use_field_of_vision)
if(busy_toggling_fov)
to_chat(usr, "<span class='warning'>A previous call of this function is still busy toggling FoV [on_off ? "on" : "off"]. Have some patiece</span>.")
return
busy_toggling_fov = TRUE
log_admin("[key_name(usr)] has [on_off ? "disabled" : "enabled"] the Field of Vision configuration.")
CONFIG_SET(flag/use_field_of_vision, !on_off)
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggled Field of Vision", "[on_off ? "Enabled" : "Disabled"]"))
if(on_off)
for(var/k in GLOB.mob_list)
if(!k)
continue
var/mob/M = k
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!(H.dna?.species.has_field_of_vision))
continue
else if(!M.has_field_of_vision)
continue
var/datum/component/field_of_vision/FoV = M.GetComponent(/datum/component/field_of_vision)
if(FoV)
qdel(FoV)
CHECK_TICK
else
for(var/k in GLOB.clients)
if(!k)
continue
var/client/C = k
var/mob/M = C.mob
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!(H.dna?.species.has_field_of_vision))
continue
else if(!M.has_field_of_vision)
continue
M.LoadComponent(/datum/component/field_of_vision, M.field_of_vision_type)
CHECK_TICK
busy_toggling_fov = FALSE
/client/proc/smite(mob/living/carbon/human/target as mob)
set name = "Smite"
set category = "Fun"
@@ -24,6 +24,8 @@ GLOBAL_LIST_EMPTY(antagonists)
var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
var/threat = 0 // Amount of threat this antag poses, for dynamic mode
var/list/skill_modifiers
/datum/antagonist/New()
GLOB.antagonists += src
typecache_datum_blacklist = typecacheof(typecache_datum_blacklist)
@@ -68,15 +70,19 @@ GLOBAL_LIST_EMPTY(antagonists)
//Proc called when the datum is given to a mind.
/datum/antagonist/proc/on_gain()
if(owner && owner.current)
if(!silent)
greet()
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
if(!(owner?.current))
return
if(!silent)
greet()
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
if(skill_modifiers)
for(var/A in skill_modifiers)
ADD_SINGLETON_SKILL_MODIFIER(owner, A, type)
SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
/datum/antagonist/proc/is_banned(mob/M)
if(!M)
@@ -99,6 +105,8 @@ GLOBAL_LIST_EMPTY(antagonists)
clear_antag_moodies()
if(owner)
LAZYREMOVE(owner.antag_datums, src)
for(var/A in skill_modifiers)
owner.remove_skill_modifier(GET_SKILL_MOD_ID(A, type))
if(!silent && owner.current)
farewell()
var/datum/team/team = get_team()
@@ -21,6 +21,7 @@
landmark_type = /obj/effect/landmark/abductor/agent
greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
show_in_antagpanel = TRUE
skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
/datum/antagonist/abductor/scientist
name = "Abductor Scientist"
@@ -29,6 +30,7 @@
landmark_type = /obj/effect/landmark/abductor/scientist
greet_text = "Use your experimental console and surgical equipment to monitor your agent and experiment upon abducted humans."
show_in_antagpanel = TRUE
skill_modifiers = list(/datum/skill_modifier/job/affinity/surgery)
/datum/antagonist/abductor/create_team(datum/team/abductor_team/new_team)
if(!new_team)
@@ -492,7 +492,7 @@
user.do_attack_animation(L)
if(L.run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
if(L.mob_run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS)
playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
return FALSE
@@ -23,5 +23,5 @@
addtimer(CALLBACK(src, .proc/zap), rand(30, 100))
/obj/item/organ/heart/gland/electric/proc/zap()
tesla_zap(owner, 4, 8000, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN)
tesla_zap(owner, 4, 8000, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN)
playsound(get_turf(owner), 'sound/magic/lightningshock.ogg', 50, TRUE)
@@ -10,7 +10,12 @@
/obj/item/organ/heart/gland/slime/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
owner.faction |= "slime"
owner.grant_language(/datum/language/slime)
owner.grant_language(/datum/language/slime, TRUE, TRUE, LANGUAGE_GLAND)
/obj/item/organ/heart/gland/slime/Remove(mob/living/carbon/M, special = 0)
..()
owner.faction -= "slime"
owner.remove_language(/datum/language/slime, TRUE, TRUE, LANGUAGE_GLAND)
/obj/item/organ/heart/gland/slime/activate()
to_chat(owner, "<span class='warning'>You feel nauseated!</span>")
@@ -10,9 +10,9 @@
/obj/item/organ/heart/gland/trauma/activate()
to_chat(owner, "<span class='warning'>You feel a spike of pain in your head.</span>")
if(prob(33))
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
else
if(prob(20))
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
else
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
@@ -8,6 +8,13 @@
var/mach = 0
/datum/station_state/proc/count()
floor = 0
wall = 0
r_wall = 0
window = 0
door = 0
grille = 0
mach = 0
for(var/Z in SSmapping.levels_by_trait(ZTRAIT_STATION))
for(var/turf/T in block(locate(1,1,Z), locate(world.maxx,world.maxy,Z)))
// don't count shuttles since they may have just left
@@ -48,6 +55,10 @@
else if(ismachinery(O))
mach += 1
CHECK_TICK
CHECK_TICK
CHECK_TICK
/datum/station_state/proc/score(datum/station_state/result)
if(!result)
return 0
@@ -86,7 +86,8 @@
melee_damage_upper = 4
obj_damage = 20
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
attacktext = "hits"
attack_verb_continuous = "hits"
attack_verb_simple = "hit"
attack_sound = 'sound/weapons/genhit1.ogg'
movement_type = FLYING
del_on_death = 1
@@ -205,7 +206,8 @@
melee_damage_lower = 20
melee_damage_upper = 20
obj_damage = 60
attacktext = "slams"
attack_verb_continuous = "slams"
attack_verb_simple = "slam"
attack_sound = 'sound/effects/blobattack.ogg'
verb_say = "gurgles"
verb_ask = "demands"
@@ -284,11 +286,11 @@
if(overmind) //if we have an overmind, we're doing chemical reactions instead of pure damage
melee_damage_lower = 4
melee_damage_upper = 4
attacktext = overmind.blobstrain.blobbernaut_message
attack_verb_continuous = overmind.blobstrain.blobbernaut_message
else
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
attacktext = initial(attacktext)
attack_verb_continuous = initial(attack_verb_continuous)
/mob/living/simple_animal/hostile/blob/blobbernaut/death(gibbed)
..(gibbed)
@@ -207,8 +207,8 @@
if(prob(100 - severity * 30))
new /obj/effect/temp_visual/emp(get_turf(src))
/obj/structure/blob/tesla_act(power)
..()
/obj/structure/blob/zap_act(power)
. = ..()
if(overmind)
if(overmind.blobstrain.tesla_reaction(src, power))
take_damage(power/400, BURN, "energy")
@@ -113,3 +113,5 @@
/mob/living/proc/StartFrenzy(inTime = 120)
set waitfor = FALSE
@@ -177,7 +177,7 @@
if(owner.current.blood_volume < BLOOD_VOLUME_BAD / 2)
owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
// Nutrition
owner.current.nutrition = clamp(owner.current.blood_volume, 545, 0) //The amount of blood is how full we are.
owner.current.set_nutrition(min(owner.current.blood_volume, NUTRITION_LEVEL_FULL)) //The amount of blood is how full we are.
//A bit higher regeneration based on blood volume
if(owner.current.blood_volume < 700)
additional_regen = 0.4
@@ -216,8 +216,8 @@
// for (var/datum/action/bloodsucker/masquerade/P in powers)
// P.Deactivate()
// TEMP DEATH
var/total_brute = owner.current.getBruteLoss()
var/total_burn = owner.current.getFireLoss()
var/total_brute = owner.current.getBruteLoss_nonProsthetic()
var/total_burn = owner.current.getFireLoss_nonProsthetic()
var/total_toxloss = owner.current.getToxLoss() //This is neater than just putting it in total_damage
var/total_damage = total_brute + total_burn + total_toxloss
// Died? Convert to Torpor (fake death)
@@ -331,7 +331,7 @@
return
var/mob/living/carbon/C = owner.current
// Remove Nutrition, Give Bad Food
C.nutrition -= food_nutrition
C.adjust_nutrition(-food_nutrition)
foodInGut += food_nutrition
// Already ate some bad clams? Then we can back out, because we're already sick from it.
if(foodInGut != food_nutrition)
@@ -20,7 +20,7 @@
var/poweron_feed = FALSE // Am I feeding?
var/poweron_masquerade = FALSE
// STATS
var/bloodsucker_level
var/bloodsucker_level
var/bloodsucker_level_unspent = 1
var/regen_rate = 0.3 // How fast do I regenerate?
var/additional_regen // How much additional blood regen we gain from bonuses such as high blood.
@@ -39,7 +39,7 @@
var/passive_blood_drain = -0.1 //The amount of blood we loose each bloodsucker life() tick
// LISTS
var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \
TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE)
TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE, TRAIT_NODECAP, TRAIT_NOGUT)
/datum/antagonist/bloodsucker/on_gain()
SSticker.mode.bloodsuckers |= owner // Add if not already in here (and you might be, if you were picked at round start)
@@ -209,7 +209,7 @@
// Physiology
CheckVampOrgans() // Heart, Eyes
// Language
owner.current.grant_language(/datum/language/vampiric)
owner.current.grant_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
owner.hasSoul = FALSE // If false, renders the character unable to sell their soul.
owner.isholy = FALSE // is this person a chaplain or admin role allowed to use bibles
// Disabilities
@@ -246,7 +246,7 @@
// Update Health
owner.current.setMaxHealth(100)
// Language
owner.current.remove_language(/datum/language/vampiric)
owner.current.remove_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
// Soul
if (owner.soulOwner == owner) // Return soul, if *I* own it.
owner.hasSoul = TRUE
@@ -649,10 +649,10 @@
return TRUE
// Check 3) If I am a BLOODSUCKER, then are they my Vassal?
if (mob_B && atom_V && (atom_V in mob_B.vassals))
return TRUE
return TRUE
// Check 4) If we are both VASSAL, then do we have the same master?
if (atom_V && mob_V && atom_V.master == mob_V.master)
return TRUE
return TRUE
return FALSE
@@ -710,7 +710,7 @@
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/bloodsucker/proc/update_counter(value, valuecolor)
invisibility = 0
invisibility = 0
/obj/screen/bloodsucker/blood_counter
icon = 'icons/mob/actions/bloodsucker.dmi'
@@ -758,7 +758,7 @@
/obj/screen/bloodsucker/sunlight_counter/update_counter(value, valuecolor)
..()
maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
/datum/antagonist/bloodsucker/proc/count_vassals(datum/mind/master)
var/datum/antagonist/bloodsucker/B = master.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
@@ -48,7 +48,7 @@
objectives += vassal_objective
objectives_given += vassal_objective
give_thrall_eyes()
owner.current.grant_language(/datum/language/vampiric)
owner.current.grant_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_VASSAL)
// Add Antag HUD
update_vassal_icons_added(owner.current, "vassal")
. = ..()
@@ -81,7 +81,7 @@
qdel(O)
objectives_given = list()
remove_thrall_eyes()
owner.current.remove_language(/datum/language/vampiric)
owner.current.remove_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_VASSAL)
// Clear Antag HUD
update_vassal_icons_removed(owner.current)
@@ -328,8 +328,8 @@
// to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
// useLock = FALSE
// return
user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
target.Jitter(25)
target.emote("laugh")
@@ -490,13 +490,14 @@
update_icon()
/obj/structure/bloodsucker/candelabrum/process()
if(lit)
for(var/mob/living/carbon/human/H in viewers(7, src))
var/datum/antagonist/vassal/T = H.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(AmBloodsucker(H) || T) //We dont want vassals or vampires affected by this
return
H.hallucination = 20
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
if(!lit)
return
for(var/mob/living/carbon/human/H in fov_viewers(7, src))
var/datum/antagonist/vassal/T = H.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(AmBloodsucker(H) || T) //We dont want vassals or vampires affected by this
return
H.hallucination = 20
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// OTHER THINGS TO USE: HUMAN BLOOD. /obj/effect/decal/cleanable/blood
@@ -19,10 +19,9 @@
if(!.)
return
// must have nobody around to see the cloak
for(var/mob/living/M in viewers(9, owner))
if(M != owner)
to_chat(owner, "<span class='warning'>You may only vanish into the shadows unseen.</span>")
return FALSE
for(var/mob/living/M in fov_viewers(9, owner) - owner)
to_chat(owner, "<span class='warning'>You may only vanish into the shadows unseen.</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/ActivatePower()
@@ -35,7 +34,7 @@
// Pay Blood Toll (if awake)
owner.alpha = max(35, owner.alpha - min(75, 10 + 5 * level_current))
bloodsuckerdatum.AddBloodVolume(-0.2)
runintent = (user.m_intent == MOVE_INTENT_RUN)
var/turf/T = get_turf(user)
lum = T.get_lumcount()
@@ -50,7 +49,7 @@
if(!runintent)
user.toggle_move_intent()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
sleep(5) // Check every few ticks
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
@@ -43,10 +43,14 @@
to_chat(owner, "<span class='warning'>Lesser beings require a tighter grip.</span>")
return FALSE
// Bloodsuckers:
else if(iscarbon(target) && target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(display_error)
to_chat(owner, "<span class='warning'>Other Bloodsuckers will not fall for your subtle approach.</span>")
return FALSE
else if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!H.can_inject(owner, TRUE, BODY_ZONE_CHEST))
return FALSE
if(target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(display_error)
to_chat(owner, "<span class='warning'>Other Bloodsuckers will not fall for your subtle approach.</span>")
return FALSE
// Must have Target
if(!target) // || !ismob(target)
if(display_error)
@@ -63,6 +67,8 @@
return FALSE
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!H.can_inject(owner, TRUE, BODY_ZONE_HEAD) && target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
return FALSE
if(NOBLOOD in H.dna.species.species_traits)// || owner.get_blood_id() != target.get_blood_id())
if(display_error)
to_chat(owner, "<span class='warning'>Your victim's blood is not suitable for you to take.</span>")
@@ -169,8 +175,8 @@
vision_distance = notice_range, ignored_mobs = target) // Only people who AREN'T the target will notice this action.
// Warn Feeder about Witnesses...
var/was_unnoticed = TRUE
for(var/mob/living/M in viewers(notice_range, owner))
if(M != owner && M != target && iscarbon(M) && M.mind && !M.silicon_privileges && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
for(var/mob/living/M in fov_viewers(notice_range, owner) - owner - target)
if(M.client && !M.silicon_privileges && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
was_unnoticed = FALSE
break
if(was_unnoticed)
@@ -64,8 +64,8 @@
var/turf/T = get_turf(user)
if(T && T.lighting_object && T.get_lumcount()>= 0.1)
// B) Check for Viewers
for(var/mob/living/M in viewers(get_turf(owner)))
if(M != owner && isliving(M) && M.mind && !M.silicon_privileges && !M.eye_blind) // M.client <--- add this in after testing!
for(var/mob/living/M in fov_viewers(world.view, get_turf(owner)) - owner)
if(M.client && !M.silicon_privileges && !M.eye_blind)
am_seen = TRUE
if (!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
drop_item = TRUE
@@ -64,7 +64,7 @@
to_chat(owner, "<span class='warning'>Your victim's eyes are glazed over. They cannot perceive you.</span>")
return FALSE
// Check: Target See Me? (behind wall)
if(!(target in viewers(target_range, get_turf(owner))))
if(!(owner in target.fov_view()))
// Sub-Check: GET CLOSER
//if (!(owner in range(target_range, get_turf(target)))
// if (display_error)
@@ -117,8 +117,6 @@
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/ContinueTarget)
// 5 second windup
addtimer(CALLBACK(src, .proc/apply_effects, L, target, power_time), 6 SECONDS)
ADD_TRAIT(target, TRAIT_COMBAT_MODE_LOCKED, src)
ADD_TRAIT(L, TRAIT_COMBAT_MODE_LOCKED, src)
/datum/action/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
var/mob/living/carbon/target = victim
@@ -127,7 +125,6 @@
return
PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time)
REMOVE_TRAIT(L, TRAIT_COMBAT_MODE_LOCKED, src)
target.face_atom(L)
target.Stun(power_time)
to_chat(L, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
@@ -136,8 +133,7 @@
spawn(power_time)
if(istype(target) && success)
target.notransform = FALSE
REMOVE_TRAIT(target, TRAIT_COMBAT_MODE_LOCKED, src)
if(istype(L) && target.stat == CONSCIOUS && (target in view(10, get_turf(L)))) // They Woke Up! (Notice if within view)
if(istype(L) && target.stat == CONSCIOUS && (target in L.fov_view(10))) // They Woke Up! (Notice if within view)
to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
@@ -78,6 +78,7 @@
create_initial_profile()
if(give_objectives)
forge_objectives()
owner.current.grant_all_languages(FALSE, FALSE, TRUE) //Grants omnitongue. We are able to transform our body after all.
remove_clownmut()
. = ..()
@@ -59,12 +59,12 @@
changeling.trueabsorbs++
if(user.nutrition < NUTRITION_LEVEL_WELL_FED)
user.nutrition = min((user.nutrition + target.nutrition), NUTRITION_LEVEL_WELL_FED)
user.adjust_nutrition(target.nutrition, NUTRITION_LEVEL_WELL_FED)
if(target.mind)//if the victim has got a mind
// Absorb a lizard, speak Draconic.
user.copy_known_languages_from(target)
// Absorb a lizard, speak Draconic.
user.copy_languages(target, LANGUAGE_ABSORB)
if(target.mind && user.mind)//if the victim and user have minds
target.mind.show_memory(user, 0) //I can read your mind, kekeke. Output all their notes.
//Some of target's recent speech, so the changeling can attempt to imitate them better.
@@ -13,5 +13,5 @@
//Recover from stuns.
/obj/effect/proc_holder/changeling/adrenaline/sting_action(mob/living/user)
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/mannitol = 10, /datum/reagent/medicine/regen_jelly = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
return TRUE
@@ -27,12 +27,12 @@
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if(!active)
E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes
ADD_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
E.flash_protect = -1 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to sense prey through walls.")
active = TRUE //Defined in code/modules/spells/spell.dm
else
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS //Remove sight flags from the user's eyes
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
E.flash_protect = 2 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to protect them from bright lights.")
active = FALSE
@@ -47,10 +47,8 @@
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of X-ray vision and flash protection when the user refunds this ability
action.Remove(user)
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
if(E)
if (active)
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS
else
E.flash_protect = 0
user.update_sight()
E.flash_protect = initial(E.flash_protect)
user.update_sight()
@@ -2,7 +2,7 @@
name = "Biodegrade"
desc = "Dissolves restraints or other objects preventing free movement."
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 30 //High cost to prevent spam
chemical_cost = 15 //High cost to prevent spam
loudness = 1
dna_cost = 2
req_human = 1
@@ -3,7 +3,6 @@
desc = "Our skin pigmentation rapidly changes to suit our current environment."
helptext = "Allows us to become invisible after a few seconds of standing still. Can be toggled on and off."
dna_cost = 2
chemical_cost = 25
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_camouflage"
@@ -23,4 +22,4 @@
action.Remove(user)
if(user.has_dna())
var/mob/living/carbon/C = user
C.dna.remove_mutation(CHAMELEON)
C.dna.remove_mutation(CHAMELEON)
@@ -1,8 +1,9 @@
/obj/effect/proc_holder/changeling/fleshmend
name = "Fleshmend"
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious."
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat."
helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood."
chemical_cost = 20
loudness = 2
dna_cost = 2
req_stat = UNCONSCIOUS
action_icon = 'icons/mob/actions/actions_changeling.dmi'
@@ -137,7 +137,7 @@
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
chemical_cost = 10
dna_cost = 2
loudness = 2
req_human = 1
@@ -410,7 +410,7 @@
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
@@ -522,12 +522,12 @@
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
helptext = "Upkeep of the armor requires a constant expenditure of chemicals, resulting in a reduced chemical generation. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
chemical_cost = 20
dna_cost = 1
loudness = 2
req_human = 1
recharge_slowdown = 0.25
recharge_slowdown = 0.5
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_armor"
action_background_icon_state = "bg_ling"
@@ -543,7 +543,7 @@
icon_state = "lingarmor"
item_flags = DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -559,7 +559,7 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
item_flags = DROPDEL
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
/obj/item/clothing/head/helmet/changeling/Initialize()
@@ -3,7 +3,7 @@
desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
@@ -37,7 +37,7 @@
desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
chemical_cost = 20
dna_cost = 1
dna_cost = 2
loudness = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_dissonant"
@@ -5,7 +5,6 @@
name = "Strained Muscles"
desc = "We evolve the ability to reduce the acid buildup in our muscles, allowing us to move much faster."
helptext = "The strain will make us tired, and we will rapidly become fatigued. Standard weight restrictions, like hardsuits, still apply. Cannot be used in lesser form."
chemical_cost = 15
dna_cost = 1
req_human = 1
var/stacks = 0 //Increments every 5 seconds; damage increases over time
@@ -15,16 +14,13 @@
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/strained_muscles/sting_action(mob/living/carbon/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
active = !active
if(active)
to_chat(user, "<span class='notice'>Our muscles tense and strengthen.</span>")
changeling.chem_recharge_slowdown += 0.5
else
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
to_chat(user, "<span class='notice'>Our muscles relax.</span>")
changeling.chem_recharge_slowdown -= 0.5
if(stacks >= 20)
if(stacks >= 10)
to_chat(user, "<span class='danger'>We collapse in exhaustion.</span>")
user.DefaultCombatKnockdown(60)
user.emote("gasp")
@@ -34,7 +30,6 @@
return TRUE
/obj/effect/proc_holder/changeling/strained_muscles/proc/muscle_loop(mob/living/carbon/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
while(active)
user.add_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
if(user.stat != CONSCIOUS || user.staminaloss >= 90)
@@ -42,18 +37,17 @@
to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
user.DefaultCombatKnockdown(40)
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
changeling.chem_recharge_slowdown -= 0.5
break
stacks++
//user.take_bodypart_damage(stacks * 0.03, 0)
user.adjustStaminaLoss(stacks*1.3) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
user.adjustStaminaLoss(stacks*1.5) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
if(stacks == 10) //Warning message that the stacks are getting too high
if(stacks == 5) //Warning message that the stacks are getting too high
to_chat(user, "<span class='warning'>Our legs are really starting to hurt...</span>")
sleep(40)
while(!active && stacks) //Damage stacks decrease fairly rapidly while not in sanic mode
while(!active && stacks) //Damage stacks decrease slowly while not in sanic mode
stacks--
sleep(20)
sleep(100)
@@ -5,6 +5,7 @@
clockwork_desc = "A sigil of some purpose."
icon_state = "sigil"
layer = LOW_OBJ_LAYER
plane = ABOVE_WALL_PLANE
alpha = 50
resistance_flags = NONE
var/affects_servants = FALSE
@@ -0,0 +1,82 @@
//Subtype of (riot) shield because of already implemented shieldbash stuff aswell as integrity and simillar things
//ratvarian shield: A shield that absorbs energy from attacks and uses it to empower its bashes with remendous force. It is also quite resistant to damage, though less so against lasers and energy weaponry.
/obj/item/shield/riot/ratvarian
name = "ratvarian shield"
icon_state = "ratvarian_shield" //Its icons are in the same place the normal shields are in
item_state = "ratvarian_shield"
desc = "A resilient shield made out of brass.. It feels warm to the touch."
var/clockwork_desc = "A powerful shield of ratvarian making. It absorbs blocked attacks to charge devastating bashes."
armor = list("melee" = 80, "bullet" = 70, "laser" = -10, "energy" = -20, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 300 //High integrity, extremely strong against melee / bullets, but still quite easy to destroy with lasers and energy
repair_material = /obj/item/stack/tile/brass
var/dam_absorbed = 0
var/bash_mult_steps = 30
var/max_bash_mult = 4
/obj/item/shield/riot/ratvarian/examine(mob/user)
if((is_servant_of_ratvar(user) || isobserver(user)))
desc = clockwork_desc
desc +="\n <span class='inathneq_small'>The shield has absorbed [dam_absorbed] damage, multiplying the effectiveness of its bashes by [calc_bash_mult()]</span>"
. = ..()
desc = initial(desc)
obj/item/shield/riot/ratvarian/proc/calc_bash_mult()
var/bash_mult = 0
if(!dam_absorbed)
return 1
else
bash_mult += round(clamp(1 + (dam_absorbed / bash_mult_steps), 1, max_bash_mult), 0.1) //Multiplies the effect of bashes by up to [max_bash_mult], though never less than one
return bash_mult
/obj/item/shield/riot/ratvarian/proc/calc_bash_absorb_use()
var/absorb_use = 0
absorb_use = max(0, round(dam_absorbed * (calc_bash_mult() / round(1 + (dam_absorbed / bash_mult_steps), 0.1)), 1)) //Calculates how much of the absorbed damage the bash would actually use, so its not wasted
return absorb_use
/obj/item/shield/riot/ratvarian/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!damage)
return ..()
if(!is_servant_of_ratvar(owner))
owner.visible_message("<span class='warning'>As [owner] blocks the attack with [src], [owner.p_they()] suddenly drops it, whincing in pain! </span>", "<span class='warning'>As you block the attack with [src], it heats up tremendously, forcing you to drop it from the pain alone! </span>")
owner.emote("scream")
playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50)
if(iscarbon(owner)) //Type safety for if a drone somehow got a shield (ratvar protect us)
var/mob/living/carbon/C = owner
var/obj/item/bodypart/part = C.get_holding_bodypart_of_item(src)
C.apply_damage((iscultist(C) ? damage * 2 : damage), BURN, (istype(part, /obj/item/bodypart/l_arm) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM)) //Deals the damage to the holder instead of absorbing it instead + forcedrops. Doubled if a cultist of Nar'Sie.
else
owner.adjustFireLoss(iscultist(owner) ? damage * 2 : damage)
addtimer(CALLBACK(owner, /mob/living.proc/dropItemToGround, src, TRUE), 1)
else if(!is_servant_of_ratvar(attacker)) //No exploiting my snowflake mechanics
dam_absorbed += damage
playsound(owner, 'sound/machines/clockcult/steam_whoosh.ogg', 30)
if(damage <= 10) //The shield itself is hard to break, this DOES NOT modify the actual blocking-mechanic
damage = 0
else
damage -= 5
return ..()
/obj/item/shield/riot/ratvarian/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/magic/clockwork/anima_fragment_death.ogg', 50)
new /obj/item/clockwork/alloy_shards/large(get_turf(src))
/obj/item/shield/riot/ratvarian/user_shieldbash(mob/living/user, atom/target, harmful)
if(!harmful || !is_servant_of_ratvar(user)) // No fun for non-clockies, but you can keep the normal bashes. Until you try to block with it.
shieldbash_knockback = initial(shieldbash_knockback)
shieldbash_brutedamage = initial(shieldbash_brutedamage) //Prevention for funky stuff that might happen otherwise
shieldbash_stamdmg = initial(shieldbash_stamdmg)
return ..()
var/actual_bash_mult = calc_bash_mult()
shieldbash_knockback = round(initial(shieldbash_knockback) * actual_bash_mult, 1) //Modifying the strength of the bash, done with initial() to prevent magic-number issues if the original shieldbash values are changed
shieldbash_brutedamage = round(initial(shieldbash_brutedamage) * actual_bash_mult, 1) //Where I think of it, better round this stuff because we don't need even more things that deal like 3.25 damage
shieldbash_stamdmg = round(initial(shieldbash_stamdmg) * actual_bash_mult, 1) //Like 20 brute and 60 stam + a fuckton of knockback at the moment (at maximum charge), seems mostly fine? I think?
. = ..()
if(.) //If this bash actually hit someone
if(actual_bash_mult > 1)
playsound(user, 'sound/magic/fireball.ogg', 50, TRUE, frequency = 1.25)
dam_absorbed -= calc_bash_absorb_use()
return
@@ -31,6 +31,7 @@
laws = new /datum/ai_laws/ratvar()
braintype = picked_name
GLOB.all_clockwork_objects += src
brainmob.add_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
/obj/item/mmi/posibrain/soul_vessel/Destroy()
GLOB.all_clockwork_objects -= src
@@ -17,7 +17,8 @@
obj_damage = 40
melee_damage_lower = 12
melee_damage_upper = 12
attacktext = "slashes"
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/bladeslice.ogg'
weather_immunities = list("lava")
movement_type = FLYING
@@ -68,14 +69,16 @@
maxHealth = 300
melee_damage_upper = 25
melee_damage_lower = 25
attacktext = "devastates"
attack_verb_continuous = "devastates"
attack_verb_simple = "devastate"
speed = -1
obj_damage = 100
max_shield_health = INFINITY
else if(GLOB.ratvar_approaches) //Hefty health bonus and slight attack damage increase
melee_damage_upper = 15
melee_damage_lower = 15
attacktext = "carves"
attack_verb_continuous = "carves"
attack_verb_simple = "carve"
obj_damage = 50
max_shield_health = 4
@@ -100,6 +100,24 @@
quickbind = TRUE
quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
//Nezbere's shield: Creates a ratvarian shield which absorbs attacks, see ratvarian_shield.dm for details.
/datum/clockwork_scripture/create_object/nezberes_shield
descname = "Shield with empowerable bashes"
name = "Nezbere's shield"
desc = "Creates a shield which generates charge from blocking damage, using it to empower its bashes tremendously. It is repaired with brass, and while very durable, extremely weak to lasers and, even more so, to energy weaponry."
invocations = list("Shield me...", "... from the coming dark!")
channel_time = 20
power_cost = 600 //Shouldn't be too spammable but not too hard to get either
whispered = TRUE
creator_message = "You form a ratvarian shield, which is capable of absorbing blocked attacks to empower its bashes."
object_path = /obj/item/shield/riot/ratvarian
usage_tip = "Bashes will only use charge when performed with intent to harm."
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = VANGUARD_COGWHEEL
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Creates a Ratvarian shield, which can absorb energy from attacks for use in powerful bashes."
//Clockwork Armaments: Grants the invoker the ability to call forth a Ratvarian spear and clockwork armor.
/datum/clockwork_scripture/clockwork_armaments
@@ -113,7 +131,7 @@
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear. You will need to wait for 30 seconds before resummoning it."
tier = SCRIPTURE_SCRIPT
primary_component = VANGUARD_COGWHEEL
sort_priority = 5
sort_priority = 6
important = TRUE
quickbind = TRUE
quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you."
@@ -213,7 +231,7 @@
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
tier = SCRIPTURE_SCRIPT
primary_component = GEIS_CAPACITOR
sort_priority = 6
sort_priority = 7
quickbind = TRUE
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
@@ -5,6 +5,7 @@
antagpanel_category = "Clockcult"
job_rank = ROLE_SERVANT_OF_RATVAR
antag_moodlet = /datum/mood_event/cult
skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
var/datum/action/innate/hierophant/hierophant_network = new
threat = 3
var/datum/team/clockcult/clock_team
@@ -91,7 +92,7 @@
current = mob_override
GLOB.all_clockwork_mobs += current
current.faction |= "ratvar"
current.grant_language(/datum/language/ratvar)
current.grant_language(/datum/language/ratvar, TRUE, TRUE, LANGUAGE_CLOCKIE)
current.update_action_buttons_icon() //because a few clockcult things are action buttons and we may be wearing/holding them for whatever reason, we need to update buttons
if(issilicon(current))
var/mob/living/silicon/S = current
@@ -102,6 +103,7 @@
R.module.rebuild_modules()
else if(isAI(S))
var/mob/living/silicon/ai/A = S
A.add_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
A.can_be_carded = FALSE
A.requires_power = POWER_REQ_CLOCKCULT
var/list/AI_frame = list(mutable_appearance('icons/mob/clockwork_mobs.dmi', "aiframe")) //make the AI's cool frame
@@ -142,7 +144,7 @@
current = mob_override
GLOB.all_clockwork_mobs -= current
current.faction -= "ratvar"
current.remove_language(/datum/language/ratvar)
current.remove_language(/datum/language/ratvar, TRUE, TRUE, LANGUAGE_CLOCKIE)
current.clear_alert("clockinfo")
for(var/datum/action/innate/clockwork_armaments/C in owner.current.actions) //Removes any bound clockwork armor
qdel(C)
@@ -152,6 +154,7 @@
var/mob/living/silicon/S = current
if(isAI(S))
var/mob/living/silicon/ai/A = S
A.remove_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
A.can_be_carded = initial(A.can_be_carded)
A.requires_power = initial(A.requires_power)
A.cut_overlays()
+2 -2
View File
@@ -116,7 +116,7 @@
if(mob_override)
current = mob_override
current.faction |= "cult"
current.grant_language(/datum/language/narsie)
current.grant_language(/datum/language/narsie, TRUE, TRUE, LANGUAGE_CULTIST)
if(!cult_team?.cult_master)
vote.Grant(current)
communion.Grant(current)
@@ -134,7 +134,7 @@
if(mob_override)
current = mob_override
current.faction -= "cult"
current.remove_language(/datum/language/narsie)
current.remove_language(/datum/language/narsie, TRUE, TRUE, LANGUAGE_CULTIST)
vote.Remove(current)
communion.Remove(current)
magic.Remove(current)
+3 -2
View File
@@ -183,7 +183,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
if(soulsOwned.Find(soul))
return
soulsOwned += soul
owner.current.nutrition = NUTRITION_LEVEL_FULL
owner.current.set_nutrition(NUTRITION_LEVEL_FULL)
to_chat(owner.current, "<span class='warning'>You feel satiated as you received a new soul.</span>")
update_hud()
switch(SOULVALUE)
@@ -527,7 +527,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
/datum/antagonist/devil/apply_innate_effects(mob/living/mob_override)
give_appropriate_spells()
owner.current.grant_all_languages(TRUE)
owner.current.grant_all_languages(TRUE, TRUE, TRUE, LANGUAGE_DEVIL)
update_hud()
.=..()
@@ -536,6 +536,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
var/obj/effect/proc_holder/spell/S = X
if(is_type_in_typecache(S, devil_spells))
owner.RemoveSpell(S)
owner.current.remove_all_languages(LANGUAGE_DEVIL)
.=..()
/datum/antagonist/devil/proc/printdevilinfo()
+8 -4
View File
@@ -7,9 +7,12 @@
desc = "A large, menacing creature covered in armored black scales."
speak_emote = list("cackles")
emote_hear = list("cackles","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
response_help_continuous = "thinks better of touching"
response_help_simple = "think better of touching"
response_disarm_continuous = "flails at"
response_disarm_simple = "flail at"
response_harm_continuous = "punches"
response_harm_simple = "punch"
icon = 'icons/mob/mob.dmi'
icon_state = "imp"
icon_living = "imp"
@@ -23,7 +26,8 @@
minbodytemp = 250 //Weak to cold
maxbodytemp = INFINITY
faction = list("hell")
attacktext = "wildly tears into"
attack_verb_continuous = "wildly tears into"
attack_verb_simple = "wildly tear into"
maxHealth = 200
health = 200
healable = 0
@@ -29,7 +29,7 @@
/mob/living/carbon/true_devil/Initialize()
create_bodyparts() //initialize bodyparts
create_internal_organs()
grant_all_languages(omnitongue=TRUE)
grant_all_languages()
..()
/mob/living/carbon/true_devil/create_internal_organs()
+2
View File
@@ -51,6 +51,7 @@
/datum/antagonist/ert/engineer
role = "Engineer"
outfit = /datum/outfit/ert/engineer
skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
/datum/antagonist/ert/engineer/amber
outfit = /datum/outfit/ert/engineer/alert
@@ -61,6 +62,7 @@
/datum/antagonist/ert/medic
role = "Medical Officer"
outfit = /datum/outfit/ert/medic
skill_modifiers = list(/datum/skill_modifier/job/affinity/surgery)
/datum/antagonist/ert/medic/amber
outfit = /datum/outfit/ert/medic/alert
+2 -1
View File
@@ -28,7 +28,8 @@
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
vision_range = 1 // Only attack when target is close
wander = FALSE
attacktext = "glomps"
attack_verb_continuous = "glomps"
attack_verb_simple = "glomp"
attack_sound = 'sound/effects/blobattack.ogg'
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 2)
@@ -451,9 +451,9 @@
return
qdel(src)
/obj/machinery/nuclearbomb/tesla_act(power, tesla_flags)
/obj/machinery/nuclearbomb/zap_act(power, zap_flags)
..()
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
#define NUKERANGE 127
@@ -606,6 +606,7 @@ This is here to make the tiles around the station mininuke change when it's arme
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
icon_state = "datadisk0"
w_volume = ITEM_VOLUME_DISK
/obj/item/disk/nuclear
name = "nuclear authentication disk"
@@ -5,6 +5,7 @@
job_rank = ROLE_OPERATIVE
antag_moodlet = /datum/mood_event/focused
threat = 10
skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
var/datum/team/nuclear/nuke_team
var/always_new_team = FALSE //If not assigned a team by default ops will try to join existing ones, set this to TRUE to always create new team.
var/send_to_spawnpoint = TRUE //Should the user be moved to default spawnpoint.
@@ -27,19 +27,24 @@
sight = SEE_SELF
throwforce = 0
blood_volume = 0
has_field_of_vision = FALSE //we are a spoopy ghost
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
response_help = "passes through"
response_disarm = "swings through"
response_harm = "punches through"
response_help_continuous = "passes through"
response_help_simple = "pass through"
response_disarm_continuous = "swings through"
response_disarm_simple = "swing through"
response_harm_continuous = "punches through"
response_harm_simple = "punch through"
unsuitable_atmos_damage = 0
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) //I don't know how you'd apply those, but revenants no-sell them anyway.
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = INFINITY
harm_intent_damage = 0
friendly = "touches"
friendly_verb_continuous = "touches"
friendly_verb_simple = "touch"
status_flags = 0
wander = FALSE
density = FALSE
@@ -6,9 +6,12 @@
desc = "A large, menacing creature covered in armored black scales."
speak_emote = list("gurgles")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
response_help_continuous = "thinks better of touching"
response_help_simple = "think better of touching"
response_disarm_continuous = "flails at"
response_disarm_simple = "flail at"
response_harm_continuous = "punches"
response_harm_simple = "punch"
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
icon_living = "daemon"
@@ -24,7 +27,8 @@
minbodytemp = 0
maxbodytemp = INFINITY
faction = list("slaughter")
attacktext = "wildly tears into"
attack_verb_continuous = "wildly tears into"
attack_verb_simple = "wildly tear into"
maxHealth = 200
health = 200
healable = 0
@@ -116,8 +120,10 @@
desc = "A large, adorable creature covered in armor with pink bows."
speak_emote = list("giggles","titters","chuckles")
emote_hear = list("guffaws","laughs")
response_help = "hugs"
attacktext = "wildly tickles"
response_help_continuous = "hugs"
response_help_simple = "hug"
attack_verb_continuous = "wildly tickles"
attack_verb_simple = "wildly tickle"
attack_sound = 'sound/items/bikehorn.ogg'
feast_sound = 'sound/spookoween/scary_horn2.ogg'
+4 -2
View File
@@ -84,9 +84,11 @@
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD)
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
attacktext = "shocks"
attack_verb_continuous = "shocks"
attack_verb_simple = "shock"
attack_sound = 'sound/effects/empulse.ogg'
friendly = "pinches"
friendly_verb_continuous = "pinches"
friendly_verb_simple = "pinch"
speed = 0
faction = list("swarmer")
AIStatus = AI_OFF
@@ -65,5 +65,5 @@
/datum/traitor_class/ai/finalize_traitor(datum/antagonist/traitor/T)
T.add_law_zero()
T.owner.current.playsound_local(get_turf(T.owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
T.owner.current.grant_language(/datum/language/codespeak)
T.owner.current.grant_language(/datum/language/codespeak, TRUE, TRUE, LANGUAGE_MALF)
return FALSE
@@ -4,6 +4,7 @@
antagpanel_category = "Traitor"
job_rank = ROLE_TRAITOR
antag_moodlet = /datum/mood_event/focused
skill_modifiers = list(/datum/skill_modifier/job/level/wiring/basic)
var/special_role = ROLE_TRAITOR
var/employer = "The Syndicate"
var/give_objectives = TRUE
@@ -78,14 +78,28 @@
var/mob/living/carbon/human/target = M // After we remove items, at least give them what they need to live.
target.dna.species.give_important_for_life(target)
handleVictimExperience(M) // After pod is sent we start the victim narrative/heal.
var/points_to_check = SSshuttle.points // This is slightly delayed because of the sleep calls above to handle the narrative. We don't want to tell the station instantly.
if(points_to_check >= ransom)
SSshuttle.points -= ransom
else
SSshuttle.points -= points_to_check
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
var/points_to_check = min(D.account_balance, ransom)
D.adjust_money(min(points_to_check, ransom))
priority_announce("One of your crew was captured by a rival organisation - we've needed to pay their ransom to bring them back. \
As is policy we've taken a portion of the station's funds to offset the overall cost.", null, "attention", null, "Nanotrasen Asset Protection")
sleep(30)
// Pay contractor their portion of ransom
if (status == CONTRACT_STATUS_COMPLETE)
var/mob/living/carbon/human/H
var/obj/item/card/id/C
if(ishuman(contract.owner.current))
H = contract.owner.current
C = H.get_idcard(TRUE)
if(C && C.registered_account)
C.registered_account.adjust_money(points_to_check * 0.35)
C.registered_account.bank_card_talk("We've processed the ransom, agent. Here's your cut - your balance is now \
[C.registered_account.account_balance] cr.", TRUE)
/datum/syndicate_contract/proc/handleVictimExperience(var/mob/living/M) // They're off to holding - handle the return timer and give some text about what's going on.
addtimer(CALLBACK(src, .proc/returnVictim, M), 4 MINUTES) // Ship 'em back - dead or alive... 4 minutes wait.
if(M.stat != DEAD) //Even if they weren't the target, we're still treating them the same.
@@ -233,7 +233,7 @@
newstruct.cancel_camera()
/obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/U, vic = 0)
/obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/user, vic = 0)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.stop_sound_channel(CHANNEL_HEARTBEAT)
T.invisibility = INVISIBILITY_ABSTRACT
@@ -245,20 +245,23 @@
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
T.transfer_ckey(S)
S.language_holder = U.language_holder.copy(S)
if(U)
S.faction |= "[REF(U)]" //Add the master as a faction, allowing inter-mob cooperation
if(U && iscultist(U))
S.copy_languages(T, LANGUAGE_MIND)//Copies the old mobs languages into the new mob holder.
S.copy_languages(user, LANGUAGE_MASTER)
S.update_atom_languages()
grant_all_languages(FALSE, FALSE, TRUE) //Grants omnitongue
if(user)
S.faction |= "[REF(user)]" //Add the master as a faction, allowing inter-mob cooperation
if(user && iscultist(user))
SSticker.mode.add_cultist(S.mind, 0)
S.cancel_camera()
name = "soulstone: Shade of [T.real_name]"
icon_state = "soulstone2"
if(U && (iswizard(U) || usability))
to_chat(S, "Your soul has been captured! You are now bound to [U.real_name]'s will. Help [U.p_them()] succeed in [U.p_their()] goals at all costs.")
else if(U && iscultist(U))
if(user && (iswizard(user) || usability))
to_chat(S, "Your soul has been captured! You are now bound to [user.real_name]'s will. Help [user.p_them()] succeed in [user.p_their()] goals at all costs.")
else if(user && iscultist(user))
to_chat(S, "Your soul has been captured! You are now bound to the cult's will. Help them succeed in their goals at all costs.")
if(vic && U)
to_chat(U, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from [T.p_their()] body and stored within the soul stone.")
if(vic && user)
to_chat(user, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from [T.p_their()] body and stored within the soul stone.")
/obj/item/soulstone/proc/getCultGhost(mob/living/carbon/human/T, mob/U)
@@ -226,7 +226,11 @@
/datum/spellbook_entry/lightningbolt/Buy(mob/living/carbon/human/user,obj/item/spellbook/book) //return 1 on success
. = ..()
user.flags_1 |= TESLA_IGNORE_1
ADD_TRAIT(user, TRAIT_TESLA_SHOCKIMMUNE, "lightning_bolt_spell")
/datum/spellbook_entry/lightningbolt/Refund(mob/living/carbon/human/user, obj/item/spellbook/book)
. = ..()
REMOVE_TRAIT(user, TRAIT_TESLA_SHOCKIMMUNE, "lightning_bolt_spell")
/datum/spellbook_entry/infinite_guns
name = "Lesser Summon Guns"
+282
View File
@@ -0,0 +1,282 @@
/mob/living
var/mb_cd_length = 5 SECONDS //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
var/saved_underwear = ""//saves their underwear so it can be toggled later
var/saved_undershirt = ""
var/saved_socks = ""
var/hidden_underwear = FALSE
var/hidden_undershirt = FALSE
var/hidden_socks = FALSE
//Mob procs
/mob/living/carbon/human/proc/underwear_toggle()
set name = "Toggle undergarments"
set category = "IC"
var/confirm = input(src, "Select what part of your form to alter", "Undergarment Toggling") as null|anything in list("Top", "Bottom", "Socks", "All")
if(!confirm)
return
if(confirm == "Top")
hidden_undershirt = !hidden_undershirt
if(confirm == "Bottom")
hidden_underwear = !hidden_underwear
if(confirm == "Socks")
hidden_socks = !hidden_socks
if(confirm == "All")
var/on_off = (hidden_undershirt || hidden_underwear || hidden_socks) ? FALSE : TRUE
hidden_undershirt = on_off
hidden_underwear = on_off
hidden_socks = on_off
update_body(TRUE)
/mob/living/carbon/human/proc/adjust_arousal(strength,aphro = FALSE,maso = FALSE) // returns all genitals that were adjust
var/list/obj/item/organ/genital/genit_list = list()
if(!client?.prefs.arousable || (aphro && (client?.prefs.cit_toggles & NO_APHRO)) || (maso && !HAS_TRAIT(src, TRAIT_MASO)))
return // no adjusting made here
for(var/obj/item/organ/genital/G in internal_organs)
if(G.genital_flags & GENITAL_CAN_AROUSE && !G.aroused_state && prob(strength*G.sensitivity))
G.set_aroused_state(strength > 0)
G.update_appearance()
if(G.aroused_state)
genit_list += G
return genit_list
/obj/item/organ/genital/proc/climaxable(mob/living/carbon/human/H, silent = FALSE) //returns the fluid source (ergo reagents holder) if found.
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
. = reagents
else
if(linked_organ)
. = linked_organ.reagents
if(!. && !silent)
to_chat(H, "<span class='warning'>Your [name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
/mob/living/carbon/human/proc/do_climax(datum/reagents/R, atom/target, obj/item/organ/genital/G, spill = TRUE)
if(!G)
return
if(!target || !R)
return
var/turfing = isturf(target)
G.generate_fluid(R)
if(spill && R.total_volume >= 5)
R.reaction(turfing ? target : target.loc, TOUCH, 1, 0)
if(!turfing)
R.trans_to(target, R.total_volume * (spill ? G.fluid_transfer_factor : 1))
G.time_since_last_orgasm = 0
R.clear_reagents()
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/datum/reagents/fluid_source = G.climaxable(src, TRUE)
if(!fluid_source)
to_chat(src,"<span class='userdanger'>Your [G.name] cannot cum.</span>")
return
if(mb_time) //as long as it's not instant, give a warning
to_chat(src,"<span class='userlove'>You feel yourself about to orgasm.</span>")
if(!do_after(src, mb_time, target = src) || !G.climaxable(src, TRUE))
return
to_chat(src,"<span class='userlove'>You climax[isturf(loc) ? " onto [loc]" : ""] with your [G.name].</span>")
do_climax(fluid_source, loc, G)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
if(mb_time) //Skip warning if this is an instant climax.
to_chat(src,"<span class='userlove'>You're about to climax with [L]!</span>")
to_chat(L,"<span class='userlove'>[src] is about to climax with you!</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, L) || !G.climaxable(src, TRUE))
return
if(spillage)
to_chat(src,"<span class='userlove'>You orgasm with [L], spilling out of them, using your [G.name].</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, overflowing and spilling, using [p_their()] [G.name]!</span>")
else //knots and other non-spilling orgasms
to_chat(src,"<span class='userlove'>You climax with [L], your [G.name] spilling nothing.</span>")
to_chat(L,"<span class='userlove'>[src] climaxes with you, [p_their()] [G.name] spilling nothing!</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
do_climax(fluid_source, spillage ? loc : L, G, spillage)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/datum/reagents/fluid_source = G.climaxable(src)
if(!fluid_source)
return
if(mb_time)
to_chat(src,"<span class='userlove'>You start to [G.masturbation_verb] your [G.name] over [container].</span>")
if(!do_after(src, mb_time, target = src) || !in_range(src, container) || !G.climaxable(src, TRUE))
return
to_chat(src,"<span class='userlove'>You used your [G.name] to fill [container].</span>")
do_climax(fluid_source, container, G, FALSE)
/mob/living/carbon/human/proc/pick_climax_genitals(silent = FALSE)
var/list/genitals_list
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH) && G.is_exposed(worn_stuff)) //filter out what you can't masturbate with
LAZYADD(genitals_list, G)
if(LAZYLEN(genitals_list))
var/obj/item/organ/genital/ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
return ret_organ
else if(!silent)
to_chat(src, "<span class='warning'>You cannot climax without available genitals.</span>")
/mob/living/carbon/human/proc/pick_partner(silent = FALSE)
var/list/partners = list()
if(pulling)
partners += pulling
if(pulledby)
partners += pulledby
//Now we got both of them, let's check if they're proper
for(var/mob/living/L in partners)
if(!L.client || !L.mind) // can't consent, not a partner
partners -= L
if(iscarbon(L))
var/mob/living/carbon/C = L
if(!C.exposed_genitals.len && !C.is_groin_exposed() && !C.is_chest_exposed()) //Nothing through_clothing, no proper partner.
partners -= C
//NOW the list should only contain correct partners
if(!partners.len)
if(!silent)
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return //No one left.
var/mob/living/target = input(src, "With whom?", "Sexual partner", null) as null|anything in partners //pick one, default to null
if(target && in_range(src, target))
to_chat(src,"<span class='notice'>Waiting for consent...</span>")
var/consenting = input(target, "Do you want [src] to climax with you?","Climax mechanics","No") in list("Yes","No")
if(consenting == "Yes")
return target
else
message_admins("[src] tried to climax with [target], but [target] did not consent.")
log_consent("[src] tried to climax with [target], but [target] did not consent.")
/mob/living/carbon/human/proc/pick_climax_container(silent = FALSE)
var/list/containers_list = list()
for(var/obj/item/reagent_containers/C in held_items)
if(C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks))
containers_list += C
for(var/obj/item/reagent_containers/C in range(1, src))
if((C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks)) && CanReach(C))
containers_list += C
if(containers_list.len)
var/obj/item/reagent_containers/SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
if(SC && CanReach(SC))
return SC
else if(!silent)
to_chat(src, "<span class='warning'>You cannot do this without an appropriate container.</span>")
/mob/living/carbon/human/proc/available_rosie_palms(silent = FALSE, list/whitelist_typepaths = list(/obj/item/dildo))
if(restrained(TRUE)) //TRUE ignores grabs
if(!silent)
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return FALSE
if(!get_num_arms() || !get_empty_held_indexes())
if(whitelist_typepaths)
if(!islist(whitelist_typepaths))
whitelist_typepaths = list(whitelist_typepaths)
for(var/path in whitelist_typepaths)
if(is_holding_item_of_type(path))
return TRUE
if(!silent)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return FALSE
return TRUE
//Here's the main proc itself
/mob/living/carbon/human/proc/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [DisplayTimeText((mb_cd_timer - world.time), TRUE)] before you can do that again!</span>")
return
if(!client?.prefs.arousable || !has_dna())
return
if(stat == DEAD)
if(!forced_climax)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/genital/G in internal_organs)
if(!CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH)) //Skip things like wombs and testicles
continue
var/mob/living/partner
var/check_target
var/list/worn_stuff = get_equipped_items()
if(G.is_exposed(worn_stuff))
if(pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
if(isliving(pulling)) //Don't fuck objects
check_target = pulling
if(pulledby && !check_target) //prioritise pulled over pulledby
if(isliving(pulledby))
check_target = pulledby
//Now we should have a partner, or else we have to come alone
if(check_target)
if(iscarbon(check_target)) //carbons can have clothes
var/mob/living/carbon/C = check_target
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
partner = C
else //A cat is fine too
partner = check_target
if(partner) //Did they pass the clothing checks?
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
continue //You've climaxed once with this organ, continue on
//not exposed OR if no partner was found while exposed, climax alone
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
//Now all genitals that could climax, have.
//Since this was a forced climax, we do not need to continue with the other stuff
mb_cd_timer = world.time + mb_cd_length
return
//If we get here, then this is not a forced climax and we gotta check a few things.
if(stat == UNCONSCIOUS) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") as null|anything in list("Climax alone","Climax with partner", "Fill container")
if(!choice)
return
switch(choice)
if("Climax alone")
if(!available_rosie_palms())
return
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
if(picked_organ && available_rosie_palms(TRUE))
mob_climax_outside(picked_organ)
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = pick_partner() //Get someone
if(partner)
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as null|anything in list("Yes", "No")
if(spillage && in_range(src, partner))
mob_climax_partner(picked_organ, partner, spillage == "Yes" ? TRUE : FALSE)
if("Fill container")
//We'll need hands and no restraints.
if(!available_rosie_palms(FALSE, /obj/item/reagent_containers))
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container && available_rosie_palms(TRUE, /obj/item/reagent_containers))
mob_fill_container(picked_organ, fluid_container)
mb_cd_timer = world.time + mb_cd_length
/mob/living/carbon/human/verb/climax_verb()
set category = "IC"
set name = "Climax"
set desc = "Lets you choose a couple ways to ejaculate."
mob_climax()
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/obj/item/organ/genital
color = "#fcccb3"
w_class = WEIGHT_CLASS_SMALL
organ_flags = ORGAN_NO_DISMEMBERMENT
var/shape
var/sensitivity = 1 // wow if this were ever used that'd be cool but it's not but i'm keeping it for my unshit code
var/genital_flags //see citadel_defines.dm
var/masturbation_verb = "masturbate"
var/orgasm_verb = "cumming" //present continous
var/arousal_verb = "You feel aroused"
var/unarousal_verb = "You no longer feel aroused"
var/fluid_transfer_factor = 0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/datum/reagent/fluid_id = null
var/fluid_max_volume = 50
var/fluid_efficiency = 1
var/fluid_rate = CUM_RATE
var/fluid_mult = 1
var/time_since_last_orgasm = 500
var/aroused_state = FALSE //Boolean used in icon_state strings
var/obj/item/organ/genital/linked_organ
var/linked_organ_slot //used for linking an apparatus' organ to its other half on update_link().
var/layer_index = GENITAL_LAYER_INDEX //Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
/obj/item/organ/genital/Initialize(mapload, do_update = TRUE)
. = ..()
if(fluid_id)
create_reagents(fluid_max_volume, NONE, NO_REAGENTS_VALUE)
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
reagents.add_reagent(fluid_id, fluid_max_volume)
if(do_update)
update()
/obj/item/organ/genital/proc/set_aroused_state(new_state)
if(!(genital_flags & GENITAL_CAN_AROUSE))
return FALSE
if(!((HAS_TRAIT(owner,TRAIT_PERMABONER) && !new_state) || HAS_TRAIT(owner,TRAIT_NEVERBONER) && new_state))
aroused_state = new_state
return aroused_state
/obj/item/organ/genital/proc/update()
if(QDELETED(src))
return
update_size()
update_appearance()
if(genital_flags & UPDATE_OWNER_APPEARANCE && owner && ishuman(owner))
var/mob/living/carbon/human/H = owner
H.update_genitals()
if(linked_organ_slot || (linked_organ && !owner))
update_link()
//exposure and through-clothing code
/mob/living/carbon
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
/obj/item/organ/genital/proc/is_exposed()
if(!owner || genital_flags & (GENITAL_INTERNAL|GENITAL_HIDDEN))
return FALSE
if(genital_flags & GENITAL_UNDIES_HIDDEN && ishuman(owner))
var/mob/living/carbon/human/H = owner
if(!(NO_UNDERWEAR in H.dna.species.species_traits))
var/datum/sprite_accessory/underwear/top/T = H.hidden_undershirt ? null : GLOB.undershirt_list[H.undershirt]
var/datum/sprite_accessory/underwear/bottom/B = H.hidden_underwear ? null : GLOB.underwear_list[H.underwear]
if(zone == BODY_ZONE_CHEST ? (T?.covers_chest || B?.covers_chest) : (T?.covers_groin || B?.covers_groin))
return FALSE
if(genital_flags & GENITAL_THROUGH_CLOTHES)
return TRUE
switch(zone) //update as more genitals are added
if(BODY_ZONE_CHEST)
return owner.is_chest_exposed()
if(BODY_ZONE_PRECISE_GROIN)
return owner.is_groin_exposed()
/obj/item/organ/genital/proc/toggle_visibility(visibility, update = TRUE)
genital_flags &= ~(GENITAL_THROUGH_CLOTHES|GENITAL_HIDDEN|GENITAL_UNDIES_HIDDEN)
if(owner)
owner.exposed_genitals -= src
switch(visibility)
if(GEN_VISIBLE_ALWAYS)
genital_flags |= GENITAL_THROUGH_CLOTHES
if(owner)
owner.exposed_genitals += src
if(GEN_VISIBLE_NO_UNDIES)
genital_flags |= GENITAL_UNDIES_HIDDEN
if(GEN_VISIBLE_NEVER)
genital_flags |= GENITAL_HIDDEN
if(update && owner && ishuman(owner)) //recast to use update genitals proc
var/mob/living/carbon/human/H = owner
H.update_genitals()
/mob/living/carbon/verb/toggle_genitals()
set category = "IC"
set name = "Expose/Hide genitals"
set desc = "Allows you to toggle which genitals should show through clothes or not."
if(stat != CONSCIOUS)
to_chat(usr, "<span class='warning'>You can toggle genitals visibility right now...</span>")
return
var/list/genital_list = list()
for(var/obj/item/organ/genital/G in internal_organs)
if(!CHECK_BITFIELD(G.genital_flags, GENITAL_INTERNAL))
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Choose which genitalia to expose/hide", "Expose/Hide genitals") as null|anything in genital_list
if(picked_organ && (picked_organ in internal_organs))
var/picked_visibility = input(src, "Choose visibility setting", "Expose/Hide genitals") as null|anything in GLOB.genitals_visibility_toggles
if(picked_visibility && picked_organ && (picked_organ in internal_organs))
picked_organ.toggle_visibility(picked_visibility)
return
/mob/living/carbon/verb/toggle_arousal_state()
set category = "IC"
set name = "Toggle genital arousal"
set desc = "Allows you to toggle which genitals are showing signs of arousal."
var/list/genital_list = list()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.genital_flags & GENITAL_CAN_AROUSE)
genital_list += G
if(!genital_list.len) //There's nothing that can show arousal
return
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Choose which genitalia to toggle arousal on", "Set genital arousal", null) in genital_list
if(picked_organ)
var/original_state = picked_organ.aroused_state
picked_organ.set_aroused_state(!picked_organ.aroused_state)
if(original_state != picked_organ.aroused_state)
to_chat(src,"<span class='userlove'>[picked_organ.aroused_state ? picked_organ.arousal_verb : picked_organ.unarousal_verb].</span>")
else
to_chat(src,"<span class='userlove'>You can't make that genital [picked_organ.aroused_state ? "unaroused" : "aroused"]!</span>")
picked_organ.update_appearance()
return
/obj/item/organ/genital/proc/modify_size(modifier, min = -INFINITY, max = INFINITY)
fluid_max_volume += modifier*2.5
fluid_rate += modifier/10
if(reagents)
reagents.maximum_volume = fluid_max_volume
return
/obj/item/organ/genital/proc/update_size()
return
/obj/item/organ/genital/proc/update_appearance()
if(!owner || owner.stat == DEAD)
aroused_state = FALSE
/obj/item/organ/genital/on_life()
. = ..()
if(!reagents || !.)
return
reagents.maximum_volume = fluid_max_volume
if(fluid_id && CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
time_since_last_orgasm++
/obj/item/organ/genital/proc/generate_fluid(datum/reagents/R)
var/amount = clamp(fluid_rate * time_since_last_orgasm * fluid_mult,0,fluid_max_volume)
R.clear_reagents()
R.add_reagent(fluid_id,amount)
return TRUE
/obj/item/organ/genital/proc/update_link()
if(owner)
if(linked_organ)
return FALSE
linked_organ = owner.getorganslot(linked_organ_slot)
if(linked_organ)
linked_organ.linked_organ = src
linked_organ.upon_link()
upon_link()
return TRUE
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
return FALSE
//post organ duo making arrangements.
/obj/item/organ/genital/proc/upon_link()
return
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = TRUE)
. = ..()
if(.)
update()
RegisterSignal(owner, COMSIG_MOB_DEATH, .proc/update_appearance)
if(genital_flags & GENITAL_THROUGH_CLOTHES)
owner.exposed_genitals += src
/obj/item/organ/genital/Remove(special = FALSE)
. = ..()
var/mob/living/carbon/C = .
update()
if(!QDELETED(C))
if(genital_flags & UPDATE_OWNER_APPEARANCE && ishuman(C))
var/mob/living/carbon/human/H = .
H.update_genitals()
C.exposed_genitals -= src
UnregisterSignal(C, COMSIG_MOB_DEATH)
//proc to give a player their genitals and stuff when they log in
/mob/living/carbon/human/proc/give_genitals(clean = FALSE)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
if(clean)
for(var/obj/item/organ/genital/G in internal_organs)
qdel(G)
if (NOGENITALS in dna.species.species_traits)
return
if(dna.features["has_vag"])
give_genital(/obj/item/organ/genital/vagina)
if(dna.features["has_womb"])
give_genital(/obj/item/organ/genital/womb)
if(dna.features["has_balls"])
give_genital(/obj/item/organ/genital/testicles)
if(dna.features["has_breasts"])
give_genital(/obj/item/organ/genital/breasts)
if(dna.features["has_cock"])
give_genital(/obj/item/organ/genital/penis)
/mob/living/carbon/human/proc/give_genital(obj/item/organ/genital/G)
if(!dna || (NOGENITALS in dna.species.species_traits) || getorganslot(initial(G.slot)))
return FALSE
G = new G(null, FALSE)
G.get_features(src)
G.Insert(src)
return G
/obj/item/organ/genital/proc/get_features(mob/living/carbon/human/H)
return
//procs to handle sprite overlays being applied to humans
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
. = ..()
if(!. && I && slot && !(slot in GLOB.no_genitals_update_slots)) //the item was successfully equipped, and the chosen slot wasn't merely storage, hands or cuffs.
update_genitals()
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
var/no_update = FALSE
if(!I || I == l_store || I == r_store || I == s_store || I == handcuffed || I == legcuffed || get_held_index_of_item(I)) //stops storages, cuffs and held items from triggering it.
no_update = TRUE
. = ..()
if(!. || no_update)
return
update_genitals()
/mob/living/carbon/human/proc/update_genitals()
if(QDELETED(src))
return
var/static/list/relevant_layers = list("[GENITALS_BEHIND_LAYER]" = "BEHIND", "[GENITALS_FRONT_LAYER]" = "FRONT")
var/static/list/layers_num
if(!layers_num)
for(var/L in relevant_layers)
LAZYSET(layers_num, L, text2num(L))
for(var/L in relevant_layers) //Less hardcode
remove_overlay(layers_num[L])
remove_overlay(GENITALS_EXPOSED_LAYER)
if(!LAZYLEN(internal_organs) || ((NOGENITALS in dna.species.species_traits) && !genital_override) || HAS_TRAIT(src, TRAIT_HUSK))
return
//start scanning for genitals
var/list/gen_index[GENITAL_LAYER_INDEX_LENGTH]
var/list/genitals_to_add
var/list/fully_exposed
for(var/obj/item/organ/genital/G in internal_organs)
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
LAZYADD(gen_index[G.layer_index], G)
for(var/L in gen_index)
if(L) //skip nulls
LAZYADD(genitals_to_add, L)
if(!genitals_to_add)
return
//Now we added all genitals that aren't internal and should be rendered
//start applying overlays
for(var/layer in relevant_layers)
var/list/standing = list()
var/layertext = relevant_layers[layer]
for(var/A in genitals_to_add)
var/obj/item/organ/genital/G = A
var/datum/sprite_accessory/S
var/size = G.size
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/testicles)
S = GLOB.balls_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(!S || S.icon_state == "none")
continue
var/aroused_state = G.aroused_state && S.alt_aroused
var/accessory_icon = S.icon
var/do_center = S.center
var/dim_x = S.dimension_x
var/dim_y = S.dimension_y
if(G.genital_flags & GENITAL_CAN_TAUR && S.taur_icon && (!S.feat_taur || dna.features[S.feat_taur]) && dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
if(T?.taur_mode & S.accepted_taurs)
accessory_icon = S.taur_icon
do_center = TRUE
dim_x = S.taur_dimension_x
dim_y = S.taur_dimension_y
var/mutable_appearance/genital_overlay = mutable_appearance(accessory_icon, layer = -layer)
if(do_center)
genital_overlay = center_image(genital_overlay, dim_x, dim_y)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
genital_overlay.color = SKINTONE2HEX(skin_tone)
else
switch(S.color_src)
if("cock_color")
genital_overlay.color = "#[dna.features["cock_color"]]"
if("balls_color")
genital_overlay.color = "#[dna.features["balls_color"]]"
if("breasts_color")
genital_overlay.color = "#[dna.features["breasts_color"]]"
if("vag_color")
genital_overlay.color = "#[dna.features["vag_color"]]"
genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size][(dna.species.use_skintones && !dna.skin_tone_override) ? "_s" : ""]_[aroused_state]_[layertext]"
if(layers_num[layer] == GENITALS_FRONT_LAYER && G.genital_flags & GENITAL_THROUGH_CLOTHES)
genital_overlay.layer = -GENITALS_EXPOSED_LAYER
LAZYADD(fully_exposed, genital_overlay)
else
genital_overlay.layer = -layers_num[layer]
standing += genital_overlay
if(LAZYLEN(standing))
overlays_standing[layers_num[layer]] = standing
if(LAZYLEN(fully_exposed))
overlays_standing[GENITALS_EXPOSED_LAYER] = fully_exposed
apply_overlay(GENITALS_EXPOSED_LAYER)
for(var/L in relevant_layers)
apply_overlay(layers_num[L])
//Checks to see if organs are new on the mob, and changes their colours so that they don't get crazy colours.
/mob/living/carbon/human/proc/emergent_genital_call()
if(!client.prefs.arousable)
return FALSE
var/organCheck = locate(/obj/item/organ/genital) in internal_organs
var/breastCheck = getorganslot(ORGAN_SLOT_BREASTS)
var/willyCheck = getorganslot(ORGAN_SLOT_PENIS)
if(organCheck == FALSE)
if(ishuman(src) && dna.species.use_skintones)
dna.features["genitals_use_skintone"] = TRUE
if(src.dna.species.fixed_mut_color)
dna.features["cock_color"] = "[dna.species.fixed_mut_color]"
dna.features["breasts_color"] = "[dna.species.fixed_mut_color]"
return
//So people who haven't set stuff up don't get rainbow surprises.
dna.features["cock_color"] = "[dna.features["mcolor"]]"
dna.features["breasts_color"] = "[dna.features["mcolor"]]"
else //If there's a new organ, make it the same colour.
if(breastCheck == FALSE)
dna.features["breasts_color"] = dna.features["cock_color"]
else if (willyCheck == FALSE)
dna.features["cock_color"] = dna.features["breasts_color"]
return TRUE
@@ -0,0 +1,121 @@
/datum/sprite_accessory
var/alt_aroused = FALSE //CIT CODE if this is TRUE, then the genitals will use an alternate icon_state when aroused.
var/taur_icon //leave null if the genital doesn't have a taur counterpart.
var/accepted_taurs = STYLE_HOOF_TAURIC|STYLE_PAW_TAURIC //Types that match with the accessory.
var/feat_taur //the text string of the dna feature to check for those who want to opt out.
var/taur_dimension_y = 32
var/taur_dimension_x = 32
//DICKS,COCKS,PENISES,WHATEVER YOU WANT TO CALL THEM
/datum/sprite_accessory/penis
icon = 'icons/obj/genitals/penis_onmob.dmi'
name = "penis" //the preview name of the accessory
color_src = "cock_color"
alt_aroused = TRUE
feat_taur = "cock_taur"
/datum/sprite_accessory/penis/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/penis/knotted
icon_state = "knotted"
name = "Knotted"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/flared
icon_state = "flared"
name = "Flared"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/barbknot
icon_state = "barbknot"
name = "Barbed, Knotted"
/datum/sprite_accessory/penis/tapered
icon_state = "tapered"
name = "Tapered"
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
taur_dimension_x = 64
/datum/sprite_accessory/penis/tentacle
icon_state = "tentacle"
name = "Tentacled"
/datum/sprite_accessory/penis/hemi
icon_state = "hemi"
name = "Hemi"
/datum/sprite_accessory/penis/hemiknot
icon_state = "hemiknot"
name = "Knotted Hemi"
//Testicles
/datum/sprite_accessory/testicles
icon = 'icons/obj/genitals/testicles_onmob.dmi'
icon_state = "testicle"
name = "testicle" //the preview name of the accessory
color_src = "balls_color"
/datum/sprite_accessory/testicles/single
icon_state = "single"
name = "Single" //Single as "single pair", for clarity.
//Vaginas
/datum/sprite_accessory/vagina
icon = 'icons/obj/genitals/vagina_onmob.dmi'
name = "vagina"
color_src = "vag_color"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/vagina/tentacles
icon_state = "tentacle"
name = "Tentacle"
/datum/sprite_accessory/vagina/dentata
icon_state = "dentata"
name = "Dentata"
/datum/sprite_accessory/vagina/hairy
icon_state = "hairy"
name = "Hairy"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/spade
icon_state = "spade"
name = "Spade"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/furred
icon_state = "furred"
name = "Furred"
alt_aroused = FALSE
/datum/sprite_accessory/vagina/gaping
icon_state = "gaping"
name = "Gaping"
//BREASTS BE HERE
/datum/sprite_accessory/breasts
icon = 'icons/obj/genitals/breasts_onmob.dmi'
name = "breasts"
color_src = "breasts_color"
/datum/sprite_accessory/breasts/pair
icon_state = "pair"
name = "Pair"
/datum/sprite_accessory/breasts/quad
icon_state = "quad"
name = "Quad"
/datum/sprite_accessory/breasts/sextuple
icon_state = "sextuple"
name = "Sextuple"
+137
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@@ -0,0 +1,137 @@
#define BREASTS_ICON_MIN_SIZE 1
#define BREASTS_ICON_MAX_SIZE 6
/obj/item/organ/genital/breasts
name = "breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'icons/obj/genitals/breasts.dmi'
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_BREASTS
size = BREASTS_SIZE_DEF // "c". Refer to the breast_values static list below for the cups associated number values
fluid_id = /datum/reagent/consumable/milk
fluid_rate = MILK_RATE
shape = DEF_BREASTS_SHAPE
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_FUID_PRODUCTION|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
masturbation_verb = "massage"
arousal_verb = "Your breasts start feeling sensitive"
unarousal_verb = "Your breasts no longer feel sensitive"
orgasm_verb = "leaking"
fluid_transfer_factor = 0.5
var/static/list/breast_values = list("a" = 1, "b" = 2, "c" = 3, "d" = 4, "e" = 5, "f" = 6, "g" = 7, "h" = 8, "i" = 9, "j" = 10, "k" = 11, "l" = 12, "m" = 13, "n" = 14, "o" = 15, "huge" = 16, "flat" = 0)
var/cached_size //these two vars pertain size modifications and so should be expressed in NUMBERS.
var/prev_size //former cached_size value, to allow update_size() to early return should be there no significant changes.
/obj/item/organ/genital/breasts/Initialize(mapload, do_update = TRUE)
if(do_update)
cached_size = breast_values[size]
prev_size = cached_size
return ..()
/obj/item/organ/genital/breasts/update_appearance()
. = ..()
var/lowershape = lowertext(shape)
switch(lowershape)
if("pair")
desc = "You see a pair of breasts."
if("quad")
desc = "You see two pairs of breast, one just under the other."
if("sextuple")
desc = "You see three sets of breasts, running from their chest to their belly."
else
desc = "You see some breasts, they seem to be quite exotic."
if(size == "huge")
desc = "You see [pick("some serious honkers", "a real set of badonkers", "some dobonhonkeros", "massive dohoonkabhankoloos", "two big old tonhongerekoogers", "a couple of giant bonkhonagahoogs", "a pair of humongous hungolomghnonoloughongous")]. Their volume is way beyond cupsize now, measuring in about [round(cached_size)]cm in diameter."
else
if (size == "flat")
desc += " They're very small and flatchested, however."
else
desc += " You estimate that they're [uppertext(size)]-cups."
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION) && aroused_state)
var/datum/reagent/R = GLOB.chemical_reagents_list[fluid_id]
if(R)
desc += " They're leaking [lowertext(R.name)]."
var/datum/sprite_accessory/S = GLOB.breasts_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "pair"
var/icon_size = clamp(breast_values[size], BREASTS_ICON_MIN_SIZE, BREASTS_ICON_MAX_SIZE)
icon_state = "breasts_[icon_shape]_[icon_size]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["breasts_color"]]"
//Allows breasts to grow and change size, with sprite changes too.
//maximum wah
//Comical sizes slow you down in movement and actions.
//Ridiculous sizes makes you more cumbersome.
//this is far too lewd wah
/obj/item/organ/genital/breasts/modify_size(modifier, min = -INFINITY, max = INFINITY)
var/new_value = clamp(cached_size + modifier, min, max)
if(new_value == cached_size)
return
prev_size = cached_size
cached_size = new_value
update()
..()
/obj/item/organ/genital/breasts/update_size()//wah
var/rounded_cached = round(cached_size)
if(cached_size < 0)//I don't actually know what round() does to negative numbers, so to be safe!!fixed
if(owner)
to_chat(owner, "<span class='warning'>You feel your breasts shrinking away from your body as your chest flattens out.</span>")
QDEL_IN(src, 1)
return
var/enlargement = FALSE
switch(rounded_cached)
if(0) //flatchested
size = "flat"
if(1 to 8) //modest
size = breast_values[rounded_cached]
if(9 to 15) //massive
size = breast_values[rounded_cached]
enlargement = TRUE
if(16 to INFINITY) //rediculous
size = "huge"
enlargement = TRUE
if(owner)
var/status_effect = owner.has_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
if(enlargement && !status_effect)
owner.apply_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
else if(!enlargement && status_effect)
owner.remove_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
if(rounded_cached < 16 && owner)//Because byond doesn't count from 0, I have to do this.
var/mob/living/carbon/human/H = owner
var/r_prev_size = round(prev_size)
if (rounded_cached > r_prev_size)
to_chat(H, "<span class='warning'>Your breasts [pick("swell up to", "flourish into", "expand into", "burst forth into", "grow eagerly into", "amplify into")] a [uppertext(size)]-cup.</span>")
else if (rounded_cached < r_prev_size)
to_chat(H, "<span class='warning'>Your breasts [pick("shrink down to", "decrease into", "diminish into", "deflate into", "shrivel regretfully into", "contracts into")] a [uppertext(size)]-cup.</span>")
/obj/item/organ/genital/breasts/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["breasts_color"]]"
size = D.features["breasts_size"]
shape = D.features["breasts_shape"]
if(!D.features["breasts_producing"])
DISABLE_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION|CAN_CLIMAX_WITH|CAN_MASTURBATE_WITH)
if(!isnum(size))
cached_size = breast_values[size]
else
cached_size = size
size = breast_values[size]
prev_size = cached_size
toggle_visibility(D.features["breasts_visibility"], FALSE)
#undef BREASTS_ICON_MIN_SIZE
#undef BREASTS_ICON_MAX_SIZE
+109
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@@ -0,0 +1,109 @@
/obj/item/organ/genital/penis
name = "penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'icons/obj/genitals/penis.dmi'
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_PENIS
masturbation_verb = "stroke"
arousal_verb = "You pop a boner"
unarousal_verb = "Your boner goes down"
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN|GENITAL_CAN_TAUR
linked_organ_slot = ORGAN_SLOT_TESTICLES
fluid_transfer_factor = 0.5
shape = DEF_COCK_SHAPE
size = 2 //arbitrary value derived from length and diameter for sprites.
layer_index = PENIS_LAYER_INDEX
var/length = 6 //inches
var/prev_length = 6 //really should be renamed to prev_length
var/diameter = 4.38
var/diameter_ratio = COCK_DIAMETER_RATIO_DEF //0.25; check citadel_defines.dm
/obj/item/organ/genital/penis/modify_size(modifier, min = -INFINITY, max = INFINITY)
var/new_value = clamp(length + modifier, min, max)
if(new_value == length)
return
prev_length = length
length = clamp(length + modifier, min, max)
update()
..()
/obj/item/organ/genital/penis/update_size(modified = FALSE)
if(length <= 0)//I don't actually know what round() does to negative numbers, so to be safe!!
if(owner)
to_chat(owner, "<span class='warning'>You feel your tallywacker shrinking away from your body as your groin flattens out!</b></span>")
QDEL_IN(src, 1)
if(linked_organ)
QDEL_IN(linked_organ, 1)
return
var/rounded_length = round(length)
var/new_size
var/enlargement = FALSE
switch(rounded_length)
if(0 to 6) //If modest size
new_size = 1
if(7 to 11) //If large
new_size = 2
if(12 to 20) //If massive
new_size = 3
if(21 to 34) //If massive and due for large effects
new_size = 3
enlargement = TRUE
if(35 to INFINITY) //If comical
new_size = 4 //no new sprites for anything larger yet
enlargement = TRUE
if(owner)
var/status_effect = owner.has_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
if(enlargement && !status_effect)
owner.apply_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
else if(!enlargement && status_effect)
owner.remove_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
if(linked_organ)
linked_organ.size = clamp(size + new_size, BALLS_SIZE_MIN, BALLS_SIZE_MAX)
linked_organ.update()
size = new_size
if(owner)
if (round(length) > round(prev_length))
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("swells up to", "flourishes into", "expands into", "bursts forth into", "grows eagerly into", "amplifys into")] a [uppertext(round(length))] inch penis.</b></span>")
else if ((round(length) < round(prev_length)) && (length > 0.5))
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("shrinks down to", "decreases into", "diminishes into", "deflates into", "shrivels regretfully into", "contracts into")] a [uppertext(round(length))] inch penis.</b></span>")
icon_state = sanitize_text("penis_[shape]_[size]")
diameter = (length * diameter_ratio)//Is it just me or is this ludicous, why not make it exponentially decay?
/obj/item/organ/genital/penis/update_appearance()
. = ..()
var/datum/sprite_accessory/S = GLOB.cock_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "human"
icon_state = "penis_[icon_shape]_[size]"
var/lowershape = lowertext(shape)
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["cock_color"]]"
if(genital_flags & GENITAL_CAN_TAUR && S?.taur_icon && (!S.feat_taur || owner.dna.features[S.feat_taur]) && owner.dna.species.mutant_bodyparts["taur"])
var/datum/sprite_accessory/taur/T = GLOB.taur_list[owner.dna.features["taur"]]
if(T.taur_mode & S.accepted_taurs) //looks out of place on those.
lowershape = "taur, [lowershape]"
desc = "You see [aroused_state ? "an erect" : "a flaccid"] [lowershape] [name]. You estimate it's about [round(length, 0.25)] inch[round(length, 0.25) != 1 ? "es" : ""] long and [round(diameter, 0.25)] inch[round(diameter, 0.25) != 1 ? "es" : ""] in diameter."
/obj/item/organ/genital/penis/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["cock_color"]]"
length = D.features["cock_length"]
diameter_ratio = D.features["cock_diameter_ratio"]
shape = D.features["cock_shape"]
prev_length = length
toggle_visibility(D.features["cock_visibility"], FALSE)
+67
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@@ -0,0 +1,67 @@
/obj/item/organ/genital/testicles
name = "testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'icons/obj/genitals/testicles.dmi'
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_TESTICLES
size = BALLS_SIZE_MIN
arousal_verb = "Your balls ache a little"
unarousal_verb = "Your balls finally stop aching, again"
linked_organ_slot = ORGAN_SLOT_PENIS
genital_flags = CAN_MASTURBATE_WITH|MASTURBATE_LINKED_ORGAN|GENITAL_FUID_PRODUCTION|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
var/size_name = "average"
shape = DEF_BALLS_SHAPE
fluid_id = /datum/reagent/consumable/semen
masturbation_verb = "massage"
layer_index = TESTICLES_LAYER_INDEX
/obj/item/organ/genital/testicles/generate_fluid()
if(!linked_organ && !update_link())
return FALSE
return ..()
// in memoriam "Your balls finally feel full, again." ??-2020
/obj/item/organ/genital/testicles/upon_link()
size = linked_organ.size
update_size()
update_appearance()
/obj/item/organ/genital/testicles/update_size(modified = FALSE)
switch(size)
if(BALLS_SIZE_MIN)
size_name = "average"
if(BALLS_SIZE_DEF)
size_name = "enlarged"
if(BALLS_SIZE_MAX)
size_name = "engorged"
else
size_name = "nonexistant"
/obj/item/organ/genital/testicles/update_appearance()
. = ..()
desc = "You see an [size_name] pair of testicles."
var/datum/sprite_accessory/S = GLOB.balls_shapes_list[shape]
var/icon_shape = S ? S.icon_state : "single"
icon_state = "testicles_[icon_shape]_[size]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["balls_color"]]"
/obj/item/organ/genital/testicles/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "#[D.features["balls_color"]]"
shape = D.features["balls_shape"]
fluid_rate = D.features["balls_cum_rate"]
fluid_mult = D.features["balls_cum_mult"]
fluid_efficiency = D.features["balls_efficiency"]
toggle_visibility(D.features["balls_visibility"], FALSE)
+74
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/obj/item/organ/genital/vagina
name = "vagina"
desc = "A female reproductive organ."
icon = 'icons/obj/genitals/vagina.dmi'
icon_state = ORGAN_SLOT_VAGINA
zone = BODY_ZONE_PRECISE_GROIN
slot = "vagina"
size = 1 //There is only 1 size right now
shape = DEF_VAGINA_SHAPE
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|GENITAL_UNDIES_HIDDEN
masturbation_verb = "finger"
arousal_verb = "You feel wetness on your crotch"
unarousal_verb = "You no longer feel wet"
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
layer_index = VAGINA_LAYER_INDEX
var/cap_length = 8//D E P T H (cap = capacity)
var/cap_girth = 12
var/cap_girth_ratio = 1.5
var/clits = 1
var/clit_diam = 0.25
var/clit_len = 0.25
var/list/vag_types = list("tentacle", "dentata", "hairy", "spade", "furred")
/obj/item/organ/genital/vagina/update_appearance()
. = ..()
icon_state = "vagina"
var/lowershape = lowertext(shape)
var/details
switch(lowershape)
if("tentacle")
details = "Its opening is lined with several tentacles and "
if("dentata")
details = "There's teeth inside it and it "
if("hairy")
details = "It has quite a bit of hair growing on it and "
if("human")
details = "It is taut with smooth skin, though without much hair and "
if("gaping")
details = "It is gaping slightly open, though without much hair and "
if("spade")
details = "It is a plush canine spade, it "
if("furred")
details = "It has neatly groomed fur around the outer folds, it "
else
details = "It has an exotic shape and "
if(aroused_state)
details += "is slick with female arousal."
else
details += "seems to be dry."
desc = "You see a vagina. [details]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = SKINTONE2HEX(H.skin_tone)
if(!H.dna.skin_tone_override)
icon_state += "_s"
else
color = "#[owner.dna.features["vag_color"]]"
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.update_genitals()
/obj/item/organ/genital/vagina/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.species.use_skintones && D.features["genitals_use_skintone"])
color = SKINTONE2HEX(H.skin_tone)
else
color = "[D.features["vag_color"]]"
shape = "[D.features["vag_shape"]]"
toggle_visibility(D.features["vag_visibility"], FALSE)
+10
View File
@@ -0,0 +1,10 @@
/obj/item/organ/genital/womb
name = "womb"
desc = "A female reproductive organ."
icon = 'icons/obj/genitals/vagina.dmi'
icon_state = "womb"
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_WOMB
genital_flags = GENITAL_INTERNAL|GENITAL_FUID_PRODUCTION
fluid_id = /datum/reagent/consumable/femcum
linked_organ_slot = ORGAN_SLOT_VAGINA
+159
View File
@@ -0,0 +1,159 @@
//////////
//DILDOS//
//////////
/obj/item/dildo
name = "dildo"
desc = "Floppy!"
icon = 'icons/obj/genitals/dildo.dmi'
force = 0
hitsound = 'sound/weapons/tap.ogg'
throwforce = 0
icon_state = "dildo_knotted_2"
alpha = 192//transparent
var/can_customize = FALSE
var/dildo_shape = "human"
var/dildo_size = 2
var/dildo_type = "dildo"//pretty much just used for the icon state
var/random_color = TRUE
var/random_size = FALSE
var/random_shape = FALSE
var/is_knotted = FALSE
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
/obj/item/dildo/proc/update_appearance()
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
var/sizeword = ""
switch(dildo_size)
if(1)
sizeword = "small "
if(3)
sizeword = "big "
if(4)
sizeword = "huge "
if(5)
sizeword = "gigantic "
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
/obj/item/dildo/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
customize(user)
return TRUE
/obj/item/dildo/proc/customize(mob/living/user)
if(!can_customize)
return FALSE
if(src && !user.incapacitated() && in_range(user,src))
var/color_choice = input(user,"Choose a color for your dildo.","Dildo Color") as null|anything in GLOB.dildo_colors
if(src && color_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(color_choice, GLOB.dildo_colors, "Red")
color = GLOB.dildo_colors[color_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/shape_choice = input(user,"Choose a shape for your dildo.","Dildo Shape") as null|anything in GLOB.dildo_shapes
if(src && shape_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(shape_choice, GLOB.dildo_colors, "Knotted")
dildo_shape = GLOB.dildo_shapes[shape_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/size_choice = input(user,"Choose the size for your dildo.","Dildo Size") as null|anything in GLOB.dildo_sizes
if(src && size_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(size_choice, GLOB.dildo_colors, "Medium")
dildo_size = GLOB.dildo_sizes[size_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/transparency_choice = input(user,"Choose the transparency of your dildo. Lower is more transparent!(192-255)","Dildo Transparency") as null|num
if(src && transparency_choice && !user.incapacitated() && in_range(user,src))
sanitize_integer(transparency_choice, 192, 255, 192)
alpha = transparency_choice
update_appearance()
return TRUE
/obj/item/dildo/Initialize()
. = ..()
if(random_color == TRUE)
var/randcolor = pick(GLOB.dildo_colors)
color = GLOB.dildo_colors[randcolor]
if(random_shape == TRUE)
var/randshape = pick(GLOB.dildo_shapes)
dildo_shape = GLOB.dildo_shapes[randshape]
if(random_size == TRUE)
var/randsize = pick(GLOB.dildo_sizes)
dildo_size = GLOB.dildo_sizes[randsize]
update_appearance()
alpha = rand(192, 255)
pixel_y = rand(-7,7)
pixel_x = rand(-7,7)
/obj/item/dildo/examine(mob/user)
. = ..()
if(can_customize)
. += "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
/obj/item/dildo/random//totally random
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
random_color = TRUE
random_shape = TRUE
random_size = TRUE
/obj/item/dildo/knotted
dildo_shape = "knotted"
name = "knotted dildo"
attack_verb = list("penetrated", "knotted", "slapped", "inseminated")
obj/item/dildo/human
dildo_shape = "human"
name = "human dildo"
attack_verb = list("penetrated", "slapped", "inseminated")
obj/item/dildo/plain
dildo_shape = "plain"
name = "plain dildo"
attack_verb = list("penetrated", "slapped", "inseminated")
obj/item/dildo/flared
dildo_shape = "flared"
name = "flared dildo"
attack_verb = list("penetrated", "slapped", "neighed", "gaped", "prolapsed", "inseminated")
obj/item/dildo/flared/huge
name = "literal horse cock"
desc = "THIS THING IS HUGE!"
dildo_size = 4
obj/item/dildo/custom
name = "customizable dildo"
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
can_customize = TRUE
random_color = TRUE
random_shape = TRUE
random_size = TRUE
// Suicide acts, by request
/obj/item/dildo/proc/manual_suicide(mob/living/user)
user.visible_message("<span class='suicide'>[user] finally finishes deepthroating the [src], and their life.</span>")
user.adjustOxyLoss(200)
user.death(0)
/obj/item/dildo/suicide_act(mob/living/user)
// is_knotted = ((src.dildo_shape == "knotted")?"They swallowed the knot":"Their face is turning blue")
if(do_after(user,17,target=src))
user.visible_message("<span class='suicide'>[user] tears-up and gags as they shove [src] down their throat! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/gagging.ogg', 50, 1, -1)
user.Stun(150)
user.adjust_blurriness(8)
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
eyes?.applyOrganDamage(10)
return MANUAL_SUICIDE
/obj/item/dildo/flared/huge/suicide_act(mob/living/user)
if(do_after(user,35,target=src))
user.visible_message("<span class='suicide'>[user] tears-up and gags as they try to deepthroat the [src]! WHY WOULD THEY DO THAT? It looks like [user.p_theyre()] trying to commit suicide!!</span>")
playsound(loc, 'sound/weapons/gagging.ogg', 50, 2, -1)
user.Stun(300)
user.adjust_blurriness(8)
return MANUAL_SUICIDE
@@ -89,7 +89,7 @@
temperature_archived = temperature
/turf/open/archive()
ARCHIVE_TEMPERATURE(air)
ARCHIVE(air)
archived_cycle = SSair.times_fired
temperature_archived = temperature
@@ -215,7 +215,7 @@
if (planet_atmos) //share our air with the "atmosphere" "above" the turf
var/datum/gas_mixture/G = new
G.copy_from_turf(src)
ARCHIVE_TEMPERATURE(G)
ARCHIVE(G)
if(our_air.compare(G))
if(!our_excited_group)
var/datum/excited_group/EG = new
@@ -17,6 +17,7 @@ GLOBAL_LIST_INIT(meta_gas_ids, meta_gas_id_list())
GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
/datum/gas_mixture
var/list/gases = list()
var/list/gas_archive = list()
var/temperature = 0 //kelvins
var/tmp/temperature_archived = 0
var/volume = CELL_VOLUME //liters
@@ -31,13 +32,25 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
//PV = nRT
/datum/gas_mixture/proc/heat_capacity() //joules per kelvin
/datum/gas_mixture/proc/heat_capacity()
/datum/gas_mixture/proc/archived_heat_capacity()
/datum/gas_mixture/heat_capacity() //joules per kelvin
var/list/cached_gases = gases
var/list/cached_gasheats = GLOB.meta_gas_specific_heats
. = 0
for(var/id in cached_gases)
. += cached_gases[id] * cached_gasheats[id]
/datum/gas_mixture/archived_heat_capacity()
// lots of copypasta but heat_capacity is the single proc called the most in a regular round, bar none, so performance loss adds up
var/list/cached_gases = gas_archive
var/list/cached_gasheats = GLOB.meta_gas_specific_heats
. = 0
for(var/id in cached_gases)
. += cached_gases[id] * cached_gasheats[id]
/datum/gas_mixture/turf/heat_capacity() // Same as above except vacuums return HEAT_CAPACITY_VACUUM
var/list/cached_gases = gases
var/list/cached_gasheats = GLOB.meta_gas_specific_heats
@@ -46,6 +59,14 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
if(!.)
. += HEAT_CAPACITY_VACUUM //we want vacuums in turfs to have the same heat capacity as space
/datum/gas_mixture/turf/archived_heat_capacity() // Same as above except vacuums return HEAT_CAPACITY_VACUUM
var/list/cached_gases = gas_archive
var/list/cached_gasheats = GLOB.meta_gas_specific_heats
for(var/id in cached_gases)
. += cached_gases[id] * cached_gasheats[id]
if(!.)
. += HEAT_CAPACITY_VACUUM //we want vacuums in turfs to have the same heat capacity as space
/datum/gas_mixture/proc/total_moles()
var/cached_gases = gases
TOTAL_MOLES(cached_gases, .)
@@ -67,6 +88,10 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
/datum/gas_mixture/proc/thermal_energy() //joules
return THERMAL_ENERGY(src) //see code/__DEFINES/atmospherics.dm; use the define in performance critical areas
/datum/gas_mixture/proc/archive()
//Update archived versions of variables
//Returns: 1 in all cases
/datum/gas_mixture/proc/merge(datum/gas_mixture/giver)
//Merges all air from giver into self. Deletes giver.
//Returns: 1 if we are mutable, 0 otherwise
@@ -111,6 +136,10 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
//Performs various reactions such as combustion or fusion (LOL)
//Returns: 1 if any reaction took place; 0 otherwise
/datum/gas_mixture/archive()
temperature_archived = temperature
gas_archive = gases.Copy()
return 1
/datum/gas_mixture/merge(datum/gas_mixture/giver)
if(!giver)
@@ -245,7 +274,7 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
//GAS TRANSFER
for(var/id in cached_gases | sharer_gases) // transfer gases
delta = QUANTIZE(cached_gases[id] - sharer_gases[id])/(atmos_adjacent_turfs+1) //the amount of gas that gets moved between the mixtures
delta = QUANTIZE(gas_archive[id] - sharer.gas_archive[id])/(atmos_adjacent_turfs+1) //the amount of gas that gets moved between the mixtures
if(delta && abs_temperature_delta > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER)
gas_heat_capacity = delta * cached_gasheats[id]
@@ -293,8 +322,8 @@ GLOBAL_LIST_INIT(meta_gas_fusions, meta_gas_fusion_list())
sharer_temperature = sharer.temperature_archived
var/temperature_delta = temperature_archived - sharer_temperature
if(abs(temperature_delta) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER)
var/self_heat_capacity = heat_capacity()
sharer_heat_capacity = sharer_heat_capacity || sharer.heat_capacity()
var/self_heat_capacity = archived_heat_capacity()
sharer_heat_capacity = sharer_heat_capacity || sharer.archived_heat_capacity()
if((sharer_heat_capacity > MINIMUM_HEAT_CAPACITY) && (self_heat_capacity > MINIMUM_HEAT_CAPACITY))
var/heat = conduction_coefficient*temperature_delta* \
@@ -36,6 +36,7 @@
/obj/item/electronics/airalarm
name = "air alarm electronics"
icon_state = "airalarm_electronics"
custom_price = 50
/obj/item/wallframe/airalarm
name = "air alarm frame"
@@ -66,6 +67,7 @@
desc = "A machine that monitors atmosphere levels. Goes off if the area is dangerous."
icon = 'icons/obj/monitors.dmi'
icon_state = "alarm0"
plane = ABOVE_WALL_PLANE
use_power = IDLE_POWER_USE
idle_power_usage = 4
active_power_usage = 8
@@ -786,9 +788,8 @@
return
user.visible_message("[user.name] wires the air alarm.", \
"<span class='notice'>You start wiring the air alarm...</span>")
if (do_after(user, 20, target = src))
if (cable.get_amount() >= 5 && buildstage == 1)
cable.use(5)
if (W.use_tool(src, user, 20, 5))
if (buildstage == 1)
to_chat(user, "<span class='notice'>You wire the air alarm.</span>")
wires.repair()
aidisabled = 0
@@ -17,6 +17,7 @@
active_power_usage = 0
power_channel = ENVIRON
layer = GAS_PIPE_HIDDEN_LAYER //under wires
plane = ABOVE_WALL_PLANE
resistance_flags = FIRE_PROOF
max_integrity = 200
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
@@ -7,6 +7,7 @@
name = "circulator/heat exchanger"
desc = "A gas circulator pump and heat exchanger."
icon_state = "circ-off-0"
plane = GAME_PLANE
var/active = FALSE
@@ -32,7 +32,7 @@
var/turf/T = loc
if(level == 2 || (istype(T) && !T.intact))
showpipe = TRUE
plane = GAME_PLANE
plane = ABOVE_WALL_PLANE
else
showpipe = FALSE
plane = FLOOR_PLANE
@@ -6,6 +6,7 @@
max_integrity = 350
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
plane = GAME_PLANE
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
@@ -15,8 +16,8 @@
var/volume = 100
var/efficiency = 1
var/sleep_factor = 0.00125
var/unconscious_factor = 0.001
var/base_knockout = 30 SECONDS
var/knockout_factor = 1
var/heat_capacity = 20000
var/conduction_coefficient = 0.3
@@ -33,6 +34,9 @@
var/message_cooldown
var/breakout_time = 300
fair_market_price = 10
payment_department = ACCOUNT_MED
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
@@ -50,10 +54,9 @@
var/C
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
C += M.rating
// 2 bins total, so C ranges from 2 to 8.
efficiency = initial(efficiency) * C
sleep_factor = initial(sleep_factor) * C
unconscious_factor = initial(unconscious_factor) * C
knockout_factor = initial(knockout_factor) / max(1, (C * 0.33))
heat_capacity = initial(heat_capacity) / C
conduction_coefficient = initial(conduction_coefficient) * C
@@ -149,6 +152,9 @@
add_overlay("cover-on")
addtimer(CALLBACK(src, .proc/run_anim, anim_up, occupant_overlay), 7, TIMER_UNIQUE)
/obj/machinery/atmospherics/components/unary/cryo_cell/nap_violation(mob/violator)
open_machine()
/obj/machinery/atmospherics/components/unary/cryo_cell/process()
..()
@@ -162,7 +168,8 @@
return
var/mob/living/mob_occupant = occupant
if(!check_nap_violations())
return
if(mob_occupant.stat == DEAD) // We don't bother with dead people.
return
@@ -181,8 +188,10 @@
if(air1.gases.len)
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
// temperature factor goes from 1 to about 2.5
var/amount = max(1, (4 * log(T0C - mob_occupant.bodytemperature)) - 20) * knockout_factor * base_knockout
mob_occupant.Sleeping(amount)
mob_occupant.Unconscious(amount)
if(beaker)
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
@@ -7,6 +7,7 @@
max_integrity = 800
density = TRUE
layer = ABOVE_WINDOW_LAYER
plane = GAME_PLANE
pipe_flags = PIPING_ONE_PER_TURF
var/volume = 10000 //in liters
var/gas_type = 0
@@ -9,6 +9,7 @@
max_integrity = 300
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
layer = OBJ_LAYER
plane = GAME_PLANE
circuit = /obj/item/circuitboard/machine/thermomachine
ui_x = 300
ui_y = 230
+1 -1
View File
@@ -121,7 +121,7 @@
/datum/bounty/item/medical/defibrillator
name = "New defibillators"
description = "After years of storge our defib units have become liabilities. Please send us some new ones."
description = "After years of storage our defibrillation units have worn out. Please send us some new ones."
reward = 2250
required_count = 5
wanted_types = list(/obj/item/defibrillator)
+1 -1
View File
@@ -55,7 +55,7 @@
/datum/bounty/item/science/advanced_mop
name = "Advanced Mop"
description = "Excuse me. I'd like to request 17 credits for a push broom rebristling. Either that, or an advanced mop."
description = "Excuse me. I'd like to request 17 cr for a push broom rebristling. Either that, or an advanced mop."
reward = 3000
wanted_types = list(/obj/item/mop/advanced)
+13 -11
View File
@@ -21,7 +21,9 @@ GLOBAL_LIST_EMPTY(bounties_list)
// Called when the claim button is clicked. Override to provide fancy rewards.
/datum/bounty/proc/claim()
if(can_claim())
SSshuttle.points += reward
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
D.adjust_money(reward)
claimed = TRUE
// If an item sent in the cargo shuttle can satisfy the bounty.
@@ -126,11 +128,11 @@ GLOBAL_LIST_EMPTY(bounties_list)
/proc/setup_bounties()
var/pick // instead of creating it a bunch let's go ahead and toss it here, we know we're going to use it for dynamics and subtypes!
/********************************Subtype Gens********************************/
var/list/easy_add_list_subtypes = list(/datum/bounty/item/assistant = 2,
/datum/bounty/item/mech = 1,
/datum/bounty/item/chef = 2,
/datum/bounty/item/mech = 1,
/datum/bounty/item/chef = 2,
/datum/bounty/item/security = 1,
/datum/bounty/virus = 1,
/datum/bounty/item/engineering = 1,
@@ -139,30 +141,30 @@ GLOBAL_LIST_EMPTY(bounties_list)
/datum/bounty/item/botany = 2,
/datum/bounty/item/silly = 1,
/datum/bounty/item/gardencook = 1)
for(var/the_type in easy_add_list_subtypes)
for(var/i in 1 to easy_add_list_subtypes[the_type])
pick = pick(subtypesof(the_type))
try_add_bounty(new pick)
/********************************Strict Type Gens********************************/
var/list/easy_add_list_strict_types = list(/datum/bounty/reagent/simple_drink = 1,
/datum/bounty/reagent/complex_drink = 1,
/datum/bounty/reagent/chemical = 1)
for(var/the_strict_type in easy_add_list_strict_types)
for(var/i in 1 to easy_add_list_strict_types[the_strict_type])
try_add_bounty(new the_strict_type)
/********************************Dynamic Gens********************************/
for(var/i in 0 to 1)
if(prob(50))
pick = pick(subtypesof(/datum/bounty/item/slime))
else
pick = pick(subtypesof(/datum/bounty/item/science))
try_add_bounty(new pick)
/********************************Cutoff for Non-Low Priority Bounties********************************/
var/datum/bounty/B = pick(GLOB.bounties_list)
B.mark_high_priority()
@@ -172,7 +174,7 @@ GLOBAL_LIST_EMPTY(bounties_list)
/datum/bounty/item/syndicate_documents,
/datum/bounty/item/adamantine,
/datum/bounty/more_bounties)
for(var/low_priority_bounty in low_priority_strict_type_list)
try_add_bounty(new low_priority_bounty)
+2 -2
View File
@@ -35,10 +35,10 @@
if(!GLOB.bounties_list.len)
setup_bounties()
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
var/list/dat = list({"<a href='?src=[REF(src)];refresh=1'>Refresh</a>
<a href='?src=[REF(src)];refresh=1;choice=Print'>Print Paper</a>
<p>Credits: <b>[SSshuttle.points]</b></p>
<p>Credits: <b>[D.account_balance]</b></p>
<table style="text-align:center;" border="1" cellspacing="0" width="100%">
<tr><th>Name</th><th>Description</th><th>Reward</th><th>Completion</th><th>Status</th></tr>"})
for(var/datum/bounty/B in GLOB.bounties_list)
+37 -5
View File
@@ -3,6 +3,7 @@
desc = "Used to order supplies, approve requests, and control the shuttle."
icon_screen = "supply"
circuit = /obj/item/circuitboard/computer/cargo
req_access = list(ACCESS_CARGO)
ui_x = 780
ui_y = 750
@@ -25,6 +26,7 @@
desc = "Used to request supplies from cargo."
icon_screen = "request"
circuit = /obj/item/circuitboard/computer/cargo/request
req_access = list()
requestonly = TRUE
/obj/machinery/computer/cargo/Initialize()
@@ -49,6 +51,7 @@
. |= EXPORT_EMAG
/obj/machinery/computer/cargo/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
if(user)
@@ -62,7 +65,9 @@
var/obj/item/circuitboard/computer/cargo/board = circuit
board.contraband = TRUE
board.obj_flags |= EMAGGED
req_access = list()
update_static_data(user)
return ..()
/obj/machinery/computer/cargo/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
@@ -74,9 +79,12 @@
/obj/machinery/computer/cargo/ui_data()
var/list/data = list()
data["location"] = SSshuttle.supply.getStatusText()
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
data["points"] = D.account_balance
data["away"] = SSshuttle.supply.getDockedId() == "supply_away"
data["self_paid"] = self_paid
data["docked"] = SSshuttle.supply.mode == SHUTTLE_IDLE
data["points"] = SSshuttle.points
data["loan"] = !!SSshuttle.shuttle_loan
data["loan_dispatched"] = SSshuttle.shuttle_loan && SSshuttle.shuttle_loan.dispatched
var/message = "Remember to stamp and send back the supply manifests."
@@ -92,6 +100,7 @@
"cost" = SO.pack.cost,
"id" = SO.id,
"orderer" = SO.orderer,
"paid" = !isnull(SO.paying_account) //paid by requester
))
data["requests"] = list()
@@ -110,6 +119,7 @@
var/list/data = list()
data["requestonly"] = requestonly
data["supplies"] = list()
data["emagged"] = obj_flags & EMAGGED
for(var/pack in SSshuttle.supply_packs)
var/datum/supply_pack/P = SSshuttle.supply_packs[pack]
if(!data["supplies"][P.group])
@@ -124,13 +134,17 @@
"cost" = P.cost,
"id" = pack,
"desc" = P.desc || P.name, // If there is a description, use it. Otherwise use the pack's name.
"access" = P.access
"access" = P.access,
"can_private_buy" = P.can_private_buy
))
return data
/obj/machinery/computer/cargo/ui_act(action, params, datum/tgui/ui)
if(..())
return
if(!allowed(usr))
to_chat(usr, "<span class='notice'>Access denied.</span>")
return
switch(action)
if("send")
if(!SSshuttle.supply.canMove())
@@ -182,19 +196,34 @@
name = usr.real_name
rank = "Silicon"
var/datum/bank_account/account
if(self_paid)
if(!pack.can_private_buy && !(obj_flags & EMAGGED))
return
var/obj/item/card/id/id_card = usr.get_idcard(TRUE)
if(!istype(id_card))
say("No ID card detected.")
return
account = id_card.registered_account
if(!istype(account))
say("Invalid bank account.")
return
var/reason = ""
if(requestonly)
if(requestonly && !self_paid)
reason = stripped_input("Reason:", name, "")
if(isnull(reason) || ..())
return
var/turf/T = get_turf(src)
var/datum/supply_order/SO = new(pack, name, rank, ckey, reason)
var/datum/supply_order/SO = new(pack, name, rank, ckey, reason, account)
SO.generateRequisition(T)
if(requestonly)
if(requestonly && !self_paid)
SSshuttle.requestlist += SO
else
SSshuttle.shoppinglist += SO
if(self_paid)
say("Order processed. The price will be charged to [account.account_holder]'s bank account on delivery.")
. = TRUE
if("remove")
var/id = text2num(params["id"])
@@ -224,6 +253,9 @@
if("denyall")
SSshuttle.requestlist.Cut()
. = TRUE
if("toggleprivate")
self_paid = !self_paid
. = TRUE
if(.)
post_signal("supply")
+2 -1
View File
@@ -26,6 +26,7 @@ Credit dupes that require a lot of manual work shouldn't be removed, unless they
var/list/total_value = list() //export instance => total value of sold objects
var/list/reagents_volume = list()//export reagents => into the total volume of the object sold
var/list/reagents_value = list()//export reagents => into the reagent type total value.
var/list/exported_atoms_ref = list() //if they're not deleted they go in here for use.
// external_report works as "transaction" object, pass same one in if you're doing more than one export in single go
/proc/export_item_and_contents(atom/movable/AM, allowed_categories = EXPORT_CARGO, apply_elastic = TRUE, delete_unsold = TRUE, dry_run=FALSE, datum/export_report/external_report)
@@ -67,7 +68,7 @@ Credit dupes that require a lot of manual work shouldn't be removed, unless they
var/unit_name = "" // Unit name. Only used in "Received [total_amount] [name]s [message]." message
var/message = ""
var/cost = 100 // Cost of item, in cargo credits. Must not alow for infinite price dupes, see above.
var/k_elasticity = 1/300 //coefficient used in marginal price calculation that roughly corresponds to the inverse of price elasticity, or "quantity elasticity" - CIT EDIT 1/30 - > 0
var/k_elasticity = 1/100 //coefficient used in marginal price calculation that roughly corresponds to the inverse of price elasticity, or "quantity elasticity" - CIT EDIT 1/30 - > 100
var/list/export_types = list() // Type of the exported object. If none, the export datum is considered base type.
var/include_subtypes = TRUE // Set to FALSE to make the datum apply only to a strict type.
var/list/exclude_types = list() // Types excluded from export
+1
View File
@@ -1,5 +1,6 @@
/datum/export/gear
include_subtypes = FALSE
k_elasticity = 0 //We always want clothing/gear
//blanket
/datum/export/gear/hat
+1 -1
View File
@@ -111,7 +111,7 @@
include_subtypes = FALSE
/datum/export/large/am_control_unit
cost = 4000
cost = 2000
unit_name = "antimatter control unit"
export_types = list(/obj/machinery/power/am_control_unit)
@@ -2,15 +2,14 @@
/datum/export/robotics
include_subtypes = FALSE
k_elasticity = 0 //ALWAYS worth selling upgrades
k_elasticity = 1/50
/datum/export/implant
include_subtypes = FALSE
k_elasticity = 0 //ALWAYS worth selling upgrades
k_elasticity = 1/50
/datum/export/organs
include_subtypes = TRUE
k_elasticity = 0 //ALWAYS worth selling orgains
/datum/export/implant/autodoc
cost = 150
@@ -60,11 +59,6 @@
unit_name = "thrusters set implant"
export_types = list(/obj/item/organ/cyberimp/chest/thrusters)
/datum/export/implant/thrusters
cost = 150
unit_name = "thrusters set implant"
export_types = list(/obj/item/organ/cyberimp/chest/thrusters)
/datum/export/implant/arm
cost = 200
unit_name = "arm set implant"
+3 -3
View File
@@ -110,7 +110,7 @@
include_subtypes = FALSE
/datum/export/glasswork_lens
cost = 1800
cost = 1600
unit_name = "small glass lens"
export_types = list(/obj/item/glasswork/glass_base/lens)
@@ -133,13 +133,13 @@
include_subtypes = FALSE
/datum/export/glasswork_teaplate
cost = 1200
cost = 1000
unit_name = "tea gear"
export_types = list(/obj/item/tea_plate)
include_subtypes = FALSE
/datum/export/glasswork_teacup
cost = 1800
cost = 1600
unit_name = "tea gear"
export_types = list(/obj/item/tea_cup)
include_subtypes = FALSE
-6
View File
@@ -120,12 +120,6 @@
message = "of cloth"
export_types = list(/obj/item/stack/sheet/cloth)
/datum/export/stack/silk
cost = 200 //The new plasma
unit_name = "sheets"
message = "of silk"
export_types = list(/obj/item/stack/sheet/silk)
/datum/export/stack/duracloth
cost = 40
unit_name = "sheets"
+30 -27
View File
@@ -1,4 +1,7 @@
/datum/export/toolbox
/datum/export/tool
k_elasticity = 1/500 //Tool selling almost allways fine a target
/datum/export/tool/toolbox
cost = 6
unit_name = "toolbox"
export_types = list(/obj/item/storage/toolbox)
@@ -29,93 +32,93 @@
// Lights/Eletronic
/datum/export/lights
/datum/export/tool/lights
cost = 10
unit_name = "light fixer"
export_types = list(/obj/item/wallframe/light_fixture)
include_subtypes = TRUE
/datum/export/apc_board
/datum/export/tool/apc_board
cost = 5
unit_name = "apc electronics"
export_types = list(/obj/item/electronics/apc)
include_subtypes = TRUE
/datum/export/apc_frame
/datum/export/tool/apc_frame
cost = 3
unit_name = "apc frame"
export_types = list(/obj/item/wallframe/apc)
include_subtypes = TRUE
/datum/export/floodlights
/datum/export/tool/floodlights
cost = 15
unit_name = "floodlight fixer"
export_types = list(/obj/structure/floodlight_frame)
include_subtypes = TRUE
/datum/export/bolbstubes
/datum/export/tool/bolbstubes
cost = 1 //Time
unit_name = "light replacement"
export_types = list(/obj/item/light/tube, /obj/item/light/bulb)
/datum/export/lightreplacer
/datum/export/tool/lightreplacer
cost = 20
unit_name = "lightreplacer"
export_types = list(/obj/item/lightreplacer)
// Basic tools
/datum/export/basicmining
/datum/export/tool/basicmining
cost = 30
unit_name = "basic mining tool"
export_types = list(/obj/item/pickaxe, /obj/item/pickaxe/mini, /obj/item/shovel, /obj/item/resonator)
include_subtypes = FALSE
/datum/export/upgradedmining
/datum/export/tool/upgradedmining
cost = 80
unit_name = "mining tool"
export_types = list(/obj/item/pickaxe/silver, /obj/item/pickaxe/drill, /obj/item/gun/energy/plasmacutter, /obj/item/resonator/upgraded)
include_subtypes = FALSE
/datum/export/advdmining
/datum/export/tool/advdmining
cost = 150
unit_name = "advanced mining tool"
export_types = list(/obj/item/pickaxe/diamond, /obj/item/pickaxe/drill/diamonddrill, /obj/item/pickaxe/drill/jackhammer, /obj/item/gun/energy/plasmacutter/adv)
include_subtypes = FALSE
/datum/export/screwdriver
/datum/export/tool/screwdriver
cost = 2
unit_name = "screwdriver"
export_types = list(/obj/item/screwdriver)
include_subtypes = FALSE
/datum/export/wrench
/datum/export/tool/wrench
cost = 2
unit_name = "wrench"
export_types = list(/obj/item/wrench)
/datum/export/crowbar
/datum/export/tool/crowbar
cost = 2
unit_name = "crowbar"
export_types = list(/obj/item/crowbar)
/datum/export/wirecutters
/datum/export/tool/wirecutters
cost = 2
unit_name = "pair"
message = "of wirecutters"
export_types = list(/obj/item/wirecutters)
/datum/export/weldingtool
/datum/export/tool/weldingtool
cost = 5
unit_name = "welding tool"
export_types = list(/obj/item/weldingtool)
include_subtypes = FALSE
/datum/export/weldingtool/emergency
/datum/export/tool/weldingtool/emergency
cost = 2
unit_name = "emergency welding tool"
export_types = list(/obj/item/weldingtool/mini)
/datum/export/weldingtool/industrial
/datum/export/tool/weldingtool/industrial
cost = 10
unit_name = "industrial welding tool"
export_types = list(/obj/item/weldingtool/largetank, /obj/item/weldingtool/hugetank)
@@ -131,23 +134,23 @@
unit_name = "pocket fire extinguisher"
export_types = list(/obj/item/extinguisher/mini)
/datum/export/flashlight
/datum/export/tool/flashlight
cost = 3
unit_name = "flashlight"
export_types = list(/obj/item/flashlight)
include_subtypes = FALSE
/datum/export/flashlight/flare
/datum/export/tool/flashlight/flare
cost = 2
unit_name = "flare"
export_types = list(/obj/item/flashlight/flare)
/datum/export/flashlight/seclite
/datum/export/tool/flashlight/seclite
cost = 5
unit_name = "seclite"
export_types = list(/obj/item/flashlight/seclite)
/datum/export/analyzer
/datum/export/tool/analyzer
cost = 5
unit_name = "analyzer"
export_types = list(/obj/item/analyzer)
@@ -163,32 +166,32 @@
export_types = list(/obj/item/radio)
exclude_types = list(/obj/item/radio/mech)
/datum/export/rcd
/datum/export/tool/rcd
cost = 100
unit_name = "rapid construction device"
export_types = list(/obj/item/construction/rcd)
/datum/export/rcd_ammo
/datum/export/tool/rcd_ammo
cost = 60
unit_name = "compressed matter cardridge"
export_types = list(/obj/item/rcd_ammo)
/datum/export/rpd
/datum/export/tool/rpd
cost = 100
unit_name = "rapid piping device"
export_types = list(/obj/item/pipe_dispenser)
/datum/export/rld
/datum/export/tool/rld
cost = 150
unit_name = "rapid light device"
export_types = list(/obj/item/construction/rld)
/datum/export/rped
/datum/export/tool/rped
cost = 100
unit_name = "rapid part exchange device"
export_types = list(/obj/item/storage/part_replacer)
/datum/export/bsrped
/datum/export/tool/bsrped
cost = 200
unit_name = "blue space part exchange device"
export_types = list(/obj/item/storage/part_replacer/bluespace)
+24 -14
View File
@@ -96,17 +96,19 @@
/obj/machinery/computer/cargo/express/ui_data(mob/user)
var/canBeacon = beacon && (isturf(beacon.loc) || ismob(beacon.loc))//is the beacon in a valid location?
var/list/data = list()
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
data["points"] = D.account_balance
data["locked"] = locked//swipe an ID to unlock
data["siliconUser"] = hasSiliconAccessInArea(user)
data["beaconzone"] = beacon ? get_area(beacon) : ""//where is the beacon located? outputs in the tgui
data["usingBeacon"] = usingBeacon //is the mode set to deliver to the beacon or the cargobay?
data["canBeacon"] = !usingBeacon || canBeacon //is the mode set to beacon delivery, and is the beacon in a valid location?
data["canBuyBeacon"] = cooldown <= 0 && SSshuttle.points >= BEACON_COST
data["canBuyBeacon"] = cooldown <= 0 && D.account_balance >= BEACON_COST
data["beaconError"] = usingBeacon && !canBeacon ? "(BEACON ERROR)" : ""//changes button text to include an error alert if necessary
data["hasBeacon"] = beacon != null//is there a linked beacon?
data["beaconName"] = beacon ? beacon.name : "No Beacon Found"
data["printMsg"] = cooldown > 0 ? "Print Beacon for [BEACON_COST] credits ([cooldown])" : "Print Beacon for [BEACON_COST] credits"//buttontext for printing beacons
data["points"] = SSshuttle.points
data["supplies"] = list()
message = "Sales are near-instantaneous - please choose carefully."
if(SSshuttle.supplyBlocked)
@@ -127,6 +129,9 @@
return data
/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
if(!allowed(usr))
to_chat(usr, "<span class='notice'>Access denied.</span>")
return
switch(action)
if("LZCargo")
usingBeacon = FALSE
@@ -137,13 +142,14 @@
if (beacon)
beacon.update_status(SP_READY) //turns on the beacon's ready light
if("printBeacon")
if (SSshuttle.points >= BEACON_COST)
cooldown = 10//a ~ten second cooldown for printing beacons to prevent spam
var/obj/item/supplypod_beacon/C = new /obj/item/supplypod_beacon(drop_location())
C.link_console(src, usr)//rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
printed_beacons++//printed_beacons starts at 0, so the first one out will be called beacon # 1
beacon.name = "Supply Pod Beacon #[printed_beacons]"
SSshuttle.points -= BEACON_COST
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
if(D.adjust_money(-BEACON_COST))
cooldown = 10//a ~ten second cooldown for printing beacons to prevent spam
var/obj/item/supplypod_beacon/C = new /obj/item/supplypod_beacon(drop_location())
C.link_console(src, usr)//rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
printed_beacons++//printed_beacons starts at 0, so the first one out will be called beacon # 1
beacon.name = "Supply Pod Beacon #[printed_beacons]"
if("add")//Generate Supply Order first
var/id = text2path(params["id"])
@@ -163,8 +169,12 @@
var/reason = ""
var/list/empty_turfs
var/datum/supply_order/SO = new(pack, name, rank, ckey, reason)
var/points_to_check
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
points_to_check = D.account_balance
if(!(obj_flags & EMAGGED))
if(SO.pack.cost <= SSshuttle.points)
if(SO.pack.cost <= points_to_check)
var/LZ
if (istype(beacon) && usingBeacon)//prioritize beacons over landing in cargobay
LZ = get_turf(beacon)
@@ -181,14 +191,14 @@
CHECK_TICK
if(empty_turfs && empty_turfs.len)
LZ = pick(empty_turfs)
if (SO.pack.cost <= SSshuttle.points && LZ)//we need to call the cost check again because of the CHECK_TICK call
SSshuttle.points -= SO.pack.cost
if (SO.pack.cost <= points_to_check && LZ)//we need to call the cost check again because of the CHECK_TICK call
D.adjust_money(-SO.pack.cost)
SSblackbox.record_feedback("nested tally", "cargo_imports", 1, list("[SO.pack.cost]", "[SO.pack.name]"))
new /obj/effect/abstract/DPtarget(LZ, podType, SO)
. = TRUE
update_icon()
else
if(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS) <= SSshuttle.points) // bulk discount :^)
if(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS) <= points_to_check) // bulk discount :^)
landingzone = GLOB.areas_by_type[pick(GLOB.the_station_areas)] //override default landing zone
for(var/turf/open/floor/T in landingzone.contents)
if(is_blocked_turf(T))
@@ -196,7 +206,7 @@
LAZYADD(empty_turfs, T)
CHECK_TICK
if(empty_turfs && empty_turfs.len)
SSshuttle.points -= SO.pack.cost * (0.72*MAX_EMAG_ROCKETS)
D.adjust_money(-(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS)))
SSblackbox.record_feedback("nested tally", "cargo_imports", MAX_EMAG_ROCKETS, list("[SO.pack.cost * 0.72]", "[SO.pack.name]"))
SO.generateRequisition(get_turf(src))
for(var/i in 1 to MAX_EMAG_ROCKETS)
+6 -3
View File
@@ -2,9 +2,12 @@
name = "gondola"
real_name = "gondola"
desc = "The silent walker. This one seems to be part of a delivery agency."
response_help = "pets"
response_disarm = "bops"
response_harm = "kicks"
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "bops"
response_disarm_simple = "bop"
response_harm_continuous = "kicks"
response_harm_simple = "kick"
faction = list("gondola")
turns_per_move = 10
icon = 'icons/mob/gondolapod.dmi'
+9 -2
View File
@@ -28,14 +28,16 @@
var/orderer_ckey
var/reason
var/datum/supply_pack/pack
var/datum/bank_account/paying_account
/datum/supply_order/New(datum/supply_pack/pack, orderer, orderer_rank, orderer_ckey, reason)
/datum/supply_order/New(datum/supply_pack/pack, orderer, orderer_rank, orderer_ckey, reason, paying_account)
id = SSshuttle.ordernum++
src.pack = pack
src.orderer = orderer
src.orderer_rank = orderer_rank
src.orderer_ckey = orderer_ckey
src.reason = reason
src.paying_account = paying_account
/datum/supply_order/proc/generateRequisition(turf/T)
var/obj/item/paper/P = new(T)
@@ -47,6 +49,8 @@
P.info += "Item: [pack.name]<br/>"
P.info += "Access Restrictions: [get_access_desc(pack.access)]<br/>"
P.info += "Requested by: [orderer]<br/>"
if(paying_account)
P.info += "Paid by: [paying_account.account_holder]<br/>"
P.info += "Rank: [orderer_rank]<br/>"
P.info += "Comment: [reason]<br/>"
@@ -61,6 +65,9 @@
P.name = "shipping manifest - #[id] ([pack.name])"
P.info += "<h2>[command_name()] Shipping Manifest</h2>"
P.info += "<hr/>"
if(paying_account)
P.info += "Direct purchase from [paying_account.account_holder]<br/>"
P.name += " - Purchased by [paying_account.account_holder]"
P.info += "Order #[id]<br/>"
P.info += "Destination: [station_name]<br/>"
P.info += "Item: [pack.name]<br/>"
@@ -81,7 +88,7 @@
return P
/datum/supply_order/proc/generate(atom/A)
var/obj/structure/closet/crate/C = pack.generate(A)
var/obj/structure/closet/crate/C = pack.generate(A, paying_account)
var/obj/item/paper/fluff/jobs/cargo/manifest/M = generateManifest(C)
if(M.errors & MANIFEST_ERROR_ITEM)
+9 -4
View File
@@ -15,17 +15,22 @@
var/special_enabled = FALSE
var/DropPodOnly = FALSE //only usable by the Bluespace Drop Pod via the express cargo console
var/admin_spawned = FALSE //Can only an admin spawn this crate?
var/can_private_buy = TRUE //Can it be purchased privately by each crewmember?
/datum/supply_pack/proc/generate(atom/A)
var/obj/structure/closet/crate/C = new crate_type(A)
C.name = crate_name
/datum/supply_pack/proc/generate(atom/A, datum/bank_account/paying_account)
var/obj/structure/closet/crate/C
if(paying_account)
C = new /obj/structure/closet/crate/secure/owned(A, paying_account)
C.name = "[crate_name] - Purchased by [paying_account.account_holder]"
else
C = new crate_type(A)
C.name = crate_name
if(access)
C.req_access = list(access)
if(access_any)
C.req_one_access = access_any
fill(C)
return C
/datum/supply_pack/proc/fill(obj/structure/closet/crate/C)
+5 -5
View File
@@ -10,6 +10,7 @@
group = "Armory"
access = ACCESS_ARMORY
crate_type = /obj/structure/closet/crate/secure/weapon
can_private_buy = FALSE
/datum/supply_pack/security/armory/bulletarmor
name = "Bulletproof Armor Crate"
@@ -170,8 +171,7 @@
cost = 7500
contraband = TRUE
contains = list(/obj/item/reagent_containers/food/snacks/rationpack,
/obj/item/ammo_box/a762,
/obj/item/storage/toolbox/ammo,
/obj/item/ammo_box/magazine/m10mm/rifle,
/obj/item/clothing/suit/armor/vest/russian,
/obj/item/clothing/head/helmet/rus_helmet,
/obj/item/clothing/shoes/russian,
@@ -181,7 +181,7 @@
/obj/item/clothing/mask/russian_balaclava,
/obj/item/clothing/head/helmet/rus_ushanka,
/obj/item/clothing/suit/armor/vest/russian_coat,
/obj/item/gun/ballistic/shotgun/boltaction)
/obj/item/gun/ballistic/automatic/surplus)
crate_name = "surplus military crate"
/datum/supply_pack/security/armory/russian/fill(obj/structure/closet/crate/C)
@@ -215,7 +215,7 @@
/datum/supply_pack/security/armory/wt550ammo
name = "WT-550 Semi-Auto SMG Ammo Crate"
desc = "Contains four 20-round magazines for the WT-550 Semi-Auto SMG. Each magazine is designed to facilitate rapid tactical reloads. Requires Armory access to open."
desc = "Contains four 32-round magazines for the WT-550 Semi-Auto SMG. Each magazine is designed to facilitate rapid tactical reloads. Requires Armory access to open."
cost = 1750
contains = list(/obj/item/ammo_box/magazine/wt550m9,
/obj/item/ammo_box/magazine/wt550m9,
@@ -225,7 +225,7 @@
/datum/supply_pack/security/armory/wt550ammo_nonlethal // Takes around 12 shots to stamcrit someone
name = "WT-550 Semi-Auto SMG Non-Lethal Ammo Crate"
desc = "Contains four 20-round magazines for the WT-550 Semi-Auto SMG. Each magazine is designed to facilitate rapid tactical reloads. Requires Armory access to open."
desc = "Contains four 32-round magazines for the WT-550 Semi-Auto SMG. Each magazine is designed to facilitate rapid tactical reloads. Requires Armory access to open."
cost = 1000
contains = list(/obj/item/ammo_box/magazine/wt550m9/wtrubber,
/obj/item/ammo_box/magazine/wt550m9/wtrubber,
+1 -1
View File
@@ -148,7 +148,7 @@
crate_name = "supermatter shard crate"
crate_type = /obj/structure/closet/crate/secure/engineering
dangerous = TRUE
/datum/supply_pack/engine/tesla_coils
name = "Tesla Coil Crate"
desc = "Whether it's high-voltage executions, creating research points, or just plain old power generation: This pack of four Tesla coils can do it all!"
-26
View File
@@ -81,32 +81,6 @@
contains = list(/obj/item/stack/sheet/mineral/wood/fifty)
crate_name = "wood planks crate"
/datum/supply_pack/materials/rawcotton
name = "Raw Cotton Crate"
desc = "Plushies have been on the down in the market, and now due to a flood of raw cotton the price of it is so cheap, its a steal! Contains 40 raw cotton sheets."
cost = 800 // 100 net cost, 20 x 20 = 400. 300 profit if turned into cloth sheets or more if turned to silk then 10 x 200 = 2000
contains = list(/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/ten
)
crate_name = "cotton crate"
crate_type = /obj/structure/closet/crate/hydroponics
/datum/supply_pack/materials/rawcottonbulk
name = "Raw Cotton Crate (Bulk)"
desc = "We have so much of this stuff we need to get rid of it in -bulk- now. This crate contains 240 raw cotton sheets."
cost = 1300 // 600 net cost 20 x 120 = 2400 profit if turned into cloth sheets or if turned into silk 200 x 60 = 12000
contains = list(/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
/obj/item/stack/sheet/cotton/thirty,
)
crate_name = "bulk cotton crate"
crate_type = /obj/structure/closet/crate/hydroponics
/datum/supply_pack/materials/rcdammo
name = "Spare RCD ammo"
desc = "This crate contains sixteen RCD compressed matter packs, to help with any holes or projects people might be working on."
+2 -1
View File
@@ -252,6 +252,7 @@
crate_name = "virus crate"
crate_type = /obj/structure/closet/crate/secure/plasma
dangerous = TRUE
can_private_buy = FALSE
/datum/supply_pack/medical/anitvirus
name = "Virus Containment Crate"
@@ -271,4 +272,4 @@
/obj/item/storage/box/syringes,
/obj/item/storage/box/beakers)
crate_name = "virus containment unit crate"
crate_type = /obj/structure/closet/crate/secure/plasma
crate_type = /obj/structure/closet/crate/secure/plasma
-16
View File
@@ -370,22 +370,6 @@
/////////////////////////////////// Misc /////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/organic/hunting
name = "Hunting Gear"
desc = "Even in space, we can find prey to hunt, this crate contains everthing a fine hunter needs to have a sporting time. This crate needs armory access to open. A true huntter only needs a fine bottle of cognac, a nice coat, some good o' cigars, and of cource a hunting shotgun. "
cost = 3500
contraband = TRUE
contains = list(/obj/item/clothing/head/flatcap,
/obj/item/clothing/suit/hooded/wintercoat/captain,
/obj/item/reagent_containers/food/drinks/bottle/cognac,
/obj/item/storage/fancy/cigarettes/cigars/havana,
/obj/item/clothing/gloves/color/white,
/obj/item/clothing/under/rank/civilian/curator,
/obj/item/gun/ballistic/shotgun/lethal)
access = ACCESS_ARMORY
crate_name = "sporting crate"
crate_type = /obj/structure/closet/crate/secure // Would have liked a wooden crate but access >:(
/datum/supply_pack/organic/party
name = "Party Equipment"
desc = "Celebrate both life and death on the station with Nanotrasen's Party Essentials(tm)! Contains seven colored glowsticks, four beers, two ales, a drinking shaker, and a bottle of patron & goldschlager!"
+3 -13
View File
@@ -10,24 +10,14 @@
group = "Science"
crate_type = /obj/structure/closet/crate/science
/* For later
/datum/supply_pack/science/monkey
/datum/supply_pack/science/ape //Ape out!
name = "Ape Cube Crate"
desc = "Pss what a new test subject with supper strangth, speed, and love for bananas all at the same time? Say no more... Contains a single ape cube. Dont add water!"
contraband = TRUE
cost = 2500
contains = list (/obj/item/reagent_containers/food/snacks/monkeycube/ape)
contains = list (/obj/item/reagent_containers/food/snacks/cube/ape)
crate_name = "ape cube crate"
*/
/datum/supply_pack/science/aliens
name = "Advanced Alien Alloy Crate Crate"
desc = "Hello brothers from the stars!!! Our fellow brethren have made contact at long last and gave us gifts man! They really did build the prymi- Connection Error- Bro well send you a sheet of advanced alien alloy."
cost = 15000
DropPodOnly = TRUE
contraband = TRUE
contains = list(/obj/item/stack/sheet/mineral/abductor)
crate_name = "alien bro alloy crate"
can_private_buy = FALSE
/datum/supply_pack/science/beakers
name = "Chemistry Beakers Crate"
+26 -5
View File
@@ -10,6 +10,7 @@
group = "Security"
access = ACCESS_SECURITY
crate_type = /obj/structure/closet/crate/secure/gear
can_private_buy = FALSE
/datum/supply_pack/security/ammo
name = "Ammo Crate - General Purpose"
@@ -57,6 +58,7 @@
/obj/item/toy/crayon/white,
/obj/item/clothing/head/fedora/det_hat)
crate_name = "forensics crate"
can_private_buy = TRUE
/datum/supply_pack/security/helmets
name = "Helmets Crate"
@@ -99,11 +101,11 @@
crate_type = /obj/structure/closet/crate/internals
/datum/supply_pack/security/russianmosin
name = "Russian Minutemen Gear"
desc = "An old russian Minutemen crate, comes with a full russian outfit, a mosin and a stripper clip."
name = "Russian Partisan Gear"
desc = "An old russian partisan equipment crate, comes with a full russian outfit, a loaded surplus rifle and a second magazine."
contraband = TRUE
access = FALSE
cost = 6500 //
cost = 6500
contains = list(/obj/item/clothing/suit/armor/navyblue/russian,
/obj/item/clothing/shoes/combat,
/obj/item/clothing/head/ushanka,
@@ -111,8 +113,8 @@
/obj/item/clothing/head/helmet/alt,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/mask/gas,
/obj/item/gun/ballistic/shotgun/boltaction,
/obj/item/ammo_box/a762)
/obj/item/ammo_box/magazine/m10mm/rifle,
/obj/item/gun/ballistic/automatic/surplus)
crate_name = "surplus russian gear"
crate_type = /obj/structure/closet/crate/internals
@@ -134,6 +136,7 @@
/obj/item/grenade/barrier)
cost = 2000
crate_name = "security barriers crate"
can_private_buy = TRUE
/datum/supply_pack/security/securityclothes
name = "Security Clothing Crate"
@@ -152,6 +155,7 @@
/obj/item/clothing/suit/armor/hos/navyblue,
/obj/item/clothing/head/beret/sec/navyhos)
crate_name = "security clothing crate"
can_private_buy = TRUE
/datum/supply_pack/security/supplies
name = "Security Supplies Crate"
@@ -179,6 +183,7 @@
contains = list(/obj/item/clothing/head/helmet/justice,
/obj/item/clothing/mask/gas/sechailer)
crate_name = "security clothing crate"
can_private_buy = TRUE
/datum/supply_pack/security/baton
name = "Stun Batons Crate"
@@ -207,3 +212,19 @@
/obj/item/storage/box/wall_flash,
/obj/item/storage/box/wall_flash)
crate_name = "wall-mounted flash crate"
/datum/supply_pack/security/hunting
name = "Hunting Gear"
desc = "Even in space, we can find prey to hunt, this crate contains everthing a fine hunter needs to have a sporting time. This crate needs armory access to open. A true huntter only needs a fine bottle of cognac, a nice coat, some good o' cigars, and of cource a hunting shotgun. "
cost = 3500
contraband = TRUE
contains = list(/obj/item/clothing/head/flatcap,
/obj/item/clothing/suit/hooded/wintercoat/captain,
/obj/item/reagent_containers/food/drinks/bottle/cognac,
/obj/item/storage/fancy/cigarettes/cigars/havana,
/obj/item/clothing/gloves/color/white,
/obj/item/clothing/under/rank/civilian/curator,
/obj/item/gun/ballistic/shotgun/lethal)
access = ACCESS_ARMORY
crate_name = "sporting crate"
crate_type = /obj/structure/closet/crate/secure // Would have liked a wooden crate but access >:(
+1
View File
@@ -99,6 +99,7 @@
contains = list(/obj/machinery/vending/security)
crate_name = "SecTech supply crate"
crate_type = /obj/structure/closet/crate/secure/gear
can_private_buy = FALSE
/datum/supply_pack/vending/snack
name = "Snack Supply Crate"
+16
View File
@@ -80,10 +80,26 @@
var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
/// Keys currently held
var/list/keys_held = list()
/// These next two vars are to apply movement for keypresses and releases made while move delayed.
/// Because discarding that input makes the game less responsive.
/// On next move, add this dir to the move that would otherwise be done
var/next_move_dir_add
/// On next move, subtract this dir from the move that would otherwise be done
var/next_move_dir_sub
/// Amount of keydowns in the last keysend checking interval
var/client_keysend_amount = 0
/// World tick time where client_keysend_amount will reset
var/next_keysend_reset = 0
/// World tick time where keysend_tripped will reset back to false
var/next_keysend_trip_reset = 0
/// When set to true, user will be autokicked if they trip the keysends in a second limit again
var/keysend_tripped = FALSE
/// custom movement keys for this client
var/list/movement_keys = list()
/// Messages currently seen by this client
var/list/seen_messages
///When was the last time we warned them about not cryoing without an ahelp, set to -5 minutes so that rounstart cryo still warns
var/cryo_warned = -5 MINUTES

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