Merge branch 'master' into shield_bashing

This commit is contained in:
kevinz000
2020-04-15 19:34:08 -07:00
committed by GitHub
420 changed files with 3772 additions and 2976 deletions
+3 -3
View File
@@ -61,7 +61,7 @@
<A href='?src=[REF(src)];[HrefToken()];secrets=events'>Summon Events (Toggle)</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=onlyone'>There can only be one!</A><BR>
<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=retardify'>Make all players retarded</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=blackout'>Break all lights</A><BR>
<A href='?src=[REF(src)];[HrefToken()];secrets=whiteout'>Fix all lights</A><BR>
@@ -452,14 +452,14 @@
var/datum/round_event/disease_outbreak/DO = E
DO.virus_type = virus
if("retardify")
if("stupify")
if(!check_rights(R_FUN))
return
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Mass Braindamage"))
for(var/mob/living/carbon/human/H in GLOB.player_list)
to_chat(H, "<span class='boldannounce'>You suddenly feel stupid.</span>")
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60, 80)
message_admins("[key_name_admin(usr)] made everybody retarded")
message_admins("[key_name_admin(usr)] made everybody stupid")
if("eagles")//SCRAW
if(!check_rights(R_FUN))
+1 -1
View File
@@ -23,8 +23,8 @@
/datum/borgpanel/New(to_user, mob/living/silicon/robot/to_borg)
if(!istype(to_borg))
CRASH("Borg panel is only available for borgs")
qdel(src)
CRASH("Borg panel is only available for borgs")
user = CLIENT_FROM_VAR(to_user)
@@ -209,7 +209,6 @@
open_machine()
SendBack(H)
return "<span class='bad'>Specimen braindead - disposed.</span>"
return "<span class='bad'>ERROR</span>"
/obj/machinery/abductor/experiment/proc/SendBack(mob/living/carbon/human/H)
@@ -1,12 +1,6 @@
// INTEGRATION: Adding Procs and Datums to existing "classes"
/mob/living/proc/AmBloodsucker(falseIfInDisguise=FALSE)
// No Datum
if(!mind || !mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
return FALSE
return TRUE
/mob/living/proc/HaveBloodsuckerBodyparts(var/displaymessage="") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
/mob/living/proc/HaveBloodsuckerBodyparts(displaymessage = "") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
if(!getorganslot(ORGAN_SLOT_HEART))
if(displaymessage != "")
to_chat(src, "<span class='warning'>Without a heart, you are incapable of [displaymessage].</span>")
@@ -21,33 +15,6 @@
return FALSE
return TRUE
// GET DAMAGE
// Do NOT count the damage on prosthetics for this.
/mob/living/proc/getBruteLoss_nonProsthetic()
return getBruteLoss()
/mob/living/proc/getFireLoss_nonProsthetic()
return getFireLoss()
/mob/living/carbon/getBruteLoss_nonProsthetic()
var/amount = 0
for(var/obj/item/bodypart/BP in bodyparts)
if(BP.status < 2)
amount += BP.brute_dam
return amount
/mob/living/carbon/getFireLoss_nonProsthetic()
var/amount = 0
for(var/obj/item/bodypart/BP in bodyparts)
if(BP.status < 2)
amount += BP.burn_dam
return amount
/mob/living/carbon
// EXAMINING
/mob/living/carbon/human/proc/ReturnVampExamine(var/mob/viewer)
if(!mind || !viewer.mind)
@@ -12,10 +12,10 @@
/datum/antagonist/bloodsucker/proc/LifeTick()// Should probably run from life.dm, same as handle_changeling, but will be an utter pain to move
set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
var/notice_healing = FALSE
var/notice_healing
while(owner && !AmFinalDeath()) // owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) == src
if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_DEATHCOMA)) // Deduct Blood
AddBloodVolume(-0.1) // -.15 (before tick went from 10 to 30, but we also charge more for faking life now)
AddBloodVolume(passive_blood_drain) // -.1 currently
if(HandleHealing(1)) // Heal
if(notice_healing == FALSE && owner.current.blood_volume > 0)
to_chat(owner, "<span class='notice'>The power of your blood begins knitting your wounds...</span>")
@@ -25,7 +25,7 @@
HandleStarving() // Death
HandleDeath() // Standard Update
update_hud()// Daytime Sleep in Coffin
if (SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
if(SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
Torpor_Begin()
// Wait before next pass
@@ -39,12 +39,12 @@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, maxBloodVolume)
owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, max_blood_volume)
update_hud()
/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1)
// mult: SILENT feed is 1/3 the amount
var/blood_taken = min(feedAmount, target.blood_volume) * mult // Starts at 15 (now 8 since we doubled the Feed time)
var/blood_taken = min(feed_amount, target.blood_volume) * mult // Starts at 15 (now 8 since we doubled the Feed time)
target.blood_volume -= blood_taken
// Simple Animals lose a LOT of blood, and take damage. This is to keep cats, cows, and so forth from giving you insane amounts of blood.
if(!ishuman(target))
@@ -82,38 +82,40 @@
/datum/antagonist/bloodsucker/proc/HandleHealing(mult = 1)
// NOTE: Mult of 0 is just a TEST to see if we are injured and need to go into Torpor!
//It is called from your coffin on close (by you only)
var/actual_regen = regen_rate + additional_regen
if(poweron_masquerade == TRUE || owner.current.AmStaked())
return FALSE
owner.current.adjustStaminaLoss(-1.5 + (regenRate * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
owner.current.adjustCloneLoss(-0.1 * (regenRate * 2) * mult, 0)
owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (regenRate * 4) * mult) //adjustBrainLoss(-1 * (regenRate * 4) * mult, 0)
if(owner.current.reagents.has_reagent(/datum/reagent/consumable/garlic))
return FALSE
if(istype(owner.current.get_item_by_slot(SLOT_NECK), /obj/item/clothing/neck/garlic_necklace))
return FALSE
owner.current.adjustStaminaLoss(-1.5 + (actual_regen * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
owner.current.adjustCloneLoss(-0.1 * (actual_regen * 2) * mult, 0)
owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (actual_regen * 4) * mult)
// No Bleeding
if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
/*if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
var/mob/living/carbon/human/H = owner.current
H.bleed_rate = 0
if(H.bleed_rate > 0) //Only heal bleeding if we are actually bleeding
H.bleed_rate =- 0.5 + actual_regen * 0.2 */
if(iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
var/mob/living/carbon/C = owner.current
var/costMult = 1 // Coffin makes it cheaper
var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_FAKEDEATH)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
if(amInCoffinWhileTorpor)
mult *= 4 // Increase multiplier if we're sleeping in a coffin.
fireheal = min(C.getFireLoss_nonProsthetic(), regenRate) // NOTE: Burn damage ONLY heals in torpor.
costMult = 0.25
fireheal = min(C.getFireLoss(), regen_rate) // NOTE: Burn damage ONLY heals in torpor.
C.ExtinguishMob()
CureDisabilities() // Extinguish Fire
C.remove_all_embedded_objects() // Remove Embedded!
owner.current.regenerate_organs() // Heal Organs (will respawn original eyes etc. but we replace right away, next)
CheckVampOrgans() // Heart, Eyes
else
if(owner.current.blood_volume <= 0) // No Blood? Lower Mult
mult = 0.25
// Crit from burn? Lower damage to maximum allowed.
//if (C.getFireLoss() > owner.current.getMaxHealth())
// fireheal = regenRate / 2
if(check_limbs(costMult))
return TRUE
// BRUTE: Always Heal
var/bruteheal = min(C.getBruteLoss_nonProsthetic(), regenRate)
var/toxinheal = min(C.getToxLoss(), regenRate)
var/bruteheal = min(C.getBruteLoss(), actual_regen)
var/toxinheal = min(C.getToxLoss(), actual_regen)
// Heal if Damaged
if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
if(mult == 0)
@@ -127,28 +129,29 @@
//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
return TRUE // Healed! Done for this tick.
if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
var/list/missing = owner.current.get_missing_limbs() // Heal Missing
if (missing.len) // Cycle through ALL limbs and regen them!
for (var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
owner.current.regenerate_limb(targetLimbZone, 0) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
var/obj/item/bodypart/L = owner.current.get_bodypart( targetLimbZone ) // 2) Limb returns Damaged
AddBloodVolume(50 * costMult) // Costs blood to heal
L.brute_dam = 60
to_chat(owner.current, "<span class='notice'>Your flesh knits as it regrows [L]!</span>")
playsound(owner.current, 'sound/magic/demon_consume.ogg', 50, 1)
// DONE! After regenerating ANY number of limbs, we stop here.
return TRUE
/*else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp.
// Remove Prosthetic/False Limb
for(var/obj/item/bodypart/BP in C.bodyparts)
message_admins("T1: [BP] ")
if (istype(BP) && BP.status == 2)
message_admins("T2: [BP] ")
BP.drop_limb()
return TRUE */
// NOTE: Limbs have a "status", like their hosts "stat". 2 is dead (aka Prosthetic). 1 seems to be idle/alive.*/
return FALSE
/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
var/limb_regen_cost = 50 * costMult
var/mob/living/carbon/C = owner.current
var/list/missing = C.get_missing_limbs()
if(missing.len && C.blood_volume < limb_regen_cost + 5)
return FALSE
for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
AddBloodVolume(50)
var/obj/item/bodypart/L = C.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
L.brute_dam = 60
to_chat(C, "<span class='notice'>Your flesh knits as it regrows your [L]!</span>")
playsound(C, 'sound/magic/demon_consume.ogg', 50, TRUE)
return TRUE
/*for(var/obj/item/bodypart/BP in C.bodyparts)
if(!istype(BP) && !BP.status == 2)
return FALSE
to_chat(C, "<span class='notice'>Your body expels the [BP]!</span>")
BP.drop_limb()
return TRUE */
/datum/antagonist/bloodsucker/proc/CureDisabilities()
var/mob/living/carbon/C = owner.current
@@ -179,7 +182,16 @@
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 = min(owner.current.blood_volume, NUTRITION_LEVEL_FED) // <-- 350 //NUTRITION_LEVEL_FULL
owner.current.nutrition = clamp(owner.current.blood_volume, 545, 0) //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
else if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
additional_regen = 0.3
else if(owner.current.blood_volume < BLOOD_VOLUME_OKAY)
additional_regen = 0.2
else if(owner.current.blood_volume < BLOOD_VOLUME_BAD)
additional_regen = 0.1
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// DEATH
@@ -189,7 +201,7 @@
/datum/antagonist/bloodsucker/proc/HandleDeath()
// FINAL DEATH
// Fire Damage? (above double health)
if(owner.current.getFireLoss_nonProsthetic() >= owner.current.maxHealth * 2.5)
if(owner.current.getFireLoss() >= owner.current.maxHealth * 3)
FinalDeath()
return
// Staked while "Temp Death" or Asleep
@@ -209,8 +221,8 @@
// for (var/datum/action/bloodsucker/masquerade/P in powers)
// P.Deactivate()
// TEMP DEATH
var/total_brute = owner.current.getBruteLoss_nonProsthetic()
var/total_burn = owner.current.getFireLoss_nonProsthetic()
var/total_brute = owner.current.getBruteLoss()
var/total_burn = owner.current.getFireLoss()
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)
@@ -218,27 +230,25 @@
Torpor_Begin()
to_chat(owner, "<span class='danger'>Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.</span>")
sleep(30) //To avoid spam
if (poweron_masquerade == TRUE)
if(poweron_masquerade == TRUE)
to_chat(owner, "<span class='warning'>Your wounds will not heal until you disable the <span class='boldnotice'>Masquerade</span> power.</span>")
// End Torpor:
else // No damage, OR toxin healed AND brute healed and NOT in coffin (since you cannot heal burn)
if(total_damage <= 0 || total_toxloss <= 0 && total_brute <= 0 && !istype(owner.current.loc, /obj/structure/closet/crate/coffin))
// Not Daytime, Not in Torpor
if(!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
if(!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker"))
Torpor_End()
// Fake Unconscious
if(poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT)
owner.current.Unconscious(20,1)
//HEALTH_THRESHOLD_CRIT 0
//HEALTH_THRESHOLD_FULLCRIT -30
//HEALTH_THRESHOLD_DEAD -100
owner.current.Unconscious(20, 1)
/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin=FALSE)
/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin = FALSE)
owner.current.stat = UNCONSCIOUS
owner.current.fakedeath("bloodsucker") // Come after UNCONSCIOUS or else it fails
owner.current.apply_status_effect(STATUS_EFFECT_UNCONSCIOUS)
ADD_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker") // Come after UNCONSCIOUS or else it fails
ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in space. Otherwise you just...heal forever.
ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
// Visuals
owner.current.update_sight()
owner.current.reload_fullscreen()
@@ -247,10 +257,10 @@
if(power.active && !power.can_use_in_torpor)
power.DeactivatePower()
/datum/antagonist/bloodsucker/proc/Torpor_End()
owner.current.stat = SOFT_CRIT
owner.current.cure_fakedeath("bloodsucker") // Come after SOFT_CRIT or else it fails
owner.current.remove_status_effect(STATUS_EFFECT_UNCONSCIOUS)
REMOVE_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
@@ -283,18 +293,19 @@
// Free my Vassals!
FreeAllVassals()
// Elders get Dusted
if(vamplevel >= 4) // (vamptitle)
if(bloodsucker_level >= 4) // (bloodsucker_title)
owner.current.visible_message("<span class='warning'>[owner.current]'s skin crackles and dries, their skin and bones withering to dust. A hollow cry whips from what is now a sandy pile of remains.</span>", \
"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
"<span class='italics'>You hear a dry, crackling sound.</span>")
sleep(50)
owner.current.dust()
// Fledglings get Gibbed
else
owner.current.visible_message("<span class='warning'>[owner.current]'s skin bursts forth in a spray of gore and detritus. A horrible cry echoes from what is now a wet pile of decaying meat.</span>", \
"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
"<span class='italics'>You hear a wet, bursting sound.</span>")
owner.current.gib(TRUE, FALSE, FALSE)//Brain cloning is wierd and allows hellbounds. Lets destroy the brain for safety.
playsound(owner.current.loc, 'sound/effects/tendril_destroyed.ogg', 40, 1)
owner.current.gib(TRUE, FALSE, FALSE) //Brain cloning is wierd and allows hellbounds. Lets destroy the brain for safety.
playsound(owner.current, 'sound/effects/tendril_destroyed.ogg', 40, TRUE)
@@ -304,15 +315,15 @@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/mob/proc/CheckBloodsuckerEatFood(var/food_nutrition)
if (!isliving(src))
/mob/proc/CheckBloodsuckerEatFood(food_nutrition)
if(!isliving(src))
return
var/mob/living/L = src
if(!L.AmBloodsucker())
if(!AmBloodsucker(L))
return
// We're a vamp? Try to eat food...
var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
bloodsuckerdatum.handle_eat_human_food(food_nutrition)
// We're a bloodsucker? Try to eat food...
var/datum/antagonist/bloodsucker/B = L.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
B.handle_eat_human_food(food_nutrition)
/datum/antagonist/bloodsucker/proc/handle_eat_human_food(food_nutrition, puke_blood = TRUE, masquerade_override) // Called from snacks.dm and drinks.dm
@@ -93,6 +93,14 @@
if(display_error)
to_chat(owner, "<span class='warning'>You have a stake in your chest! Your powers are useless.</span>")
return FALSE
if(istype(owner.get_item_by_slot(SLOT_NECK), /obj/item/clothing/neck/garlic_necklace))
if(display_error)
to_chat(owner, "<span class='warning'The necklace on your neck is interfering with your powers!</span>")
return FALSE
if(owner.reagents?.has_reagent(/datum/reagent/consumable/garlic))
if(display_error)
to_chat(owner, "<span class='warning'>Garlic in your blood is interfering with your powers!</span>")
return FALSE
// Incap?
if(must_be_capacitated)
var/mob/living/L = owner
@@ -141,23 +141,23 @@
if(!bloodsuckerdatum.warn_sun_locker)
to_chat(M, "<span class='warning'>Your skin sizzles. The [M.current.loc] doesn't protect well against UV bombardment.</span>")
bloodsuckerdatum.warn_sun_locker = TRUE
M.current.adjustFireLoss(0.5 + bloodsuckerdatum.vamplevel / 2) // M.current.fireloss += 0.5 + bloodsuckerdatum.vamplevel / 2 // Do DIRECT damage. Being spaced was causing this to not occur. setFireLoss(bloodsuckerdatum.vamplevel)
M.current.adjustFireLoss(0.5 + bloodsuckerdatum.bloodsucker_level / 2) // M.current.fireloss += 0.5 + bloodsuckerdatum.bloodsucker_level / 2 // Do DIRECT damage. Being spaced was causing this to not occur. setFireLoss(bloodsuckerdatum.bloodsucker_level)
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_1)
// Out in the Open? Buh Bye
else
if(!bloodsuckerdatum.warn_sun_burn)
if(bloodsuckerdatum.vamplevel > 0)
if(bloodsuckerdatum.bloodsucker_level > 0)
to_chat(M, "<span class='userdanger'>The solar flare sets your skin ablaze!</span>")
else
to_chat(M, "<span class='userdanger'>The solar flare scalds your neophyte skin!</span>")
bloodsuckerdatum.warn_sun_burn = TRUE
if(M.current.fire_stacks <= 0)
M.current.fire_stacks = 0
if(bloodsuckerdatum.vamplevel > 0)
M.current.adjust_fire_stacks(0.2 + bloodsuckerdatum.vamplevel / 10)
if(bloodsuckerdatum.bloodsucker_level > 0)
M.current.adjust_fire_stacks(0.2 + bloodsuckerdatum.bloodsucker_level / 10)
M.current.IgniteMob()
M.current.adjustFireLoss(2 + bloodsuckerdatum.vamplevel) // M.current.fireloss += 2 + bloodsuckerdatum.vamplevel // Do DIRECT damage. Being spaced was causing this to not occur. //setFireLoss(2 + bloodsuckerdatum.vamplevel)
M.current.adjustFireLoss(2 + bloodsuckerdatum.bloodsucker_level) // M.current.fireloss += 2 + bloodsuckerdatum.bloodsucker_level // Do DIRECT damage. Being spaced was causing this to not occur. //setFireLoss(2 + bloodsuckerdatum.bloodsucker_level)
M.current.updatehealth()
SEND_SIGNAL(M.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_2)
@@ -8,9 +8,9 @@
job_rank = ROLE_BLOODSUCKER
threat = 5
// NAME
var/vampname // My Dracula name
var/vamptitle // My Dracula title
var/vampreputation // My "Surname" or description of my deeds
var/bloodsucker_name // My Dracula style name
var/bloodsucker_title // My Dracula style title
var/bloodsucker_reputation // My "Surname" or description of my deeds
// CLAN
var/datum/team/vampireclan/clan
var/list/datum/antagonist/vassal/vassals = list()// Vassals under my control. Periodically remove the dead ones.
@@ -20,35 +20,33 @@
var/poweron_feed = FALSE // Am I feeding?
var/poweron_masquerade = FALSE
// STATS
var/vamplevel = 0
var/vamplevel_unspent = 1
var/regenRate = 0.4 // How many points of Brute do I heal per tick?
var/feedAmount = 15 // Amount of blood drawn from a target per tick.
var/maxBloodVolume = 600 // Maximum blood a Vamp can hold via feeding. // BLOOD_VOLUME_NORMAL 550 // BLOOD_VOLUME_SAFE 475 //BLOOD_VOLUME_OKAY 336 //BLOOD_VOLUME_BAD 224 // BLOOD_VOLUME_SURVIVE 122
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.
var/feed_amount = 15 // Amount of blood drawn from a target per tick.
var/max_blood_volume = 600 // Maximum blood a Vamp can hold via feeding.
// OBJECTIVES
var/list/datum/objective/objectives_given = list() // For removal if needed.
var/area/lair
var/obj/structure/closet/crate/coffin
// TRACKING
var/foodInGut = 0 // How much food to throw up later. You shouldn't have eaten that.
var/warn_sun_locker = FALSE // So we only get the locker burn message once per day.
var/warn_sun_burn = FALSE // So we only get the sun burn message once per day.
var/had_toxlover = FALSE
var/foodInGut // How much food to throw up later. You shouldn't have eaten that.
var/warn_sun_locker // So we only get the locker burn message once per day.
var/warn_sun_burn // So we only get the sun burn message once per day.
var/had_toxlover
var/level_bloodcost
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)
// NOTES: TRAIT_AGEUSIA <-- Doesn't like flavors.
// REMOVED: TRAIT_NODEATH
// TO ADD:
//var/static/list/defaultOrgans = list (/obj/item/organ/heart/vampheart,/obj/item/organ/heart/vampeyes)
/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)
SSticker.mode.check_start_sunlight()// Start Sunlight? (if first Vamp)
SelectFirstName()// Name & Title
SelectTitle(am_fledgling=TRUE) // If I have a creator, then set as Fledgling.
SelectReputation(am_fledgling=TRUE)
SelectTitle(am_fledgling = TRUE) // If I have a creator, then set as Fledgling.
SelectReputation(am_fledgling = TRUE)
AssignStarterPowersAndStats()// Give Powers & Stats
forge_bloodsucker_objectives()// Objectives & Team
update_bloodsucker_icons_added(owner.current, "bloodsucker") // Add Antag HUD
@@ -68,18 +66,18 @@
/datum/antagonist/bloodsucker/greet()
var/fullname = ReturnFullName(TRUE)
to_chat(owner, "<span class='userdanger'>You are [fullname], a bloodsucking vampire!</span><br>")
to_chat(owner, "<span class='userdanger'>You are [fullname], a strain of vampire dubbed bloodsucker!</span><br>")
owner.announce_objectives()
to_chat(owner, "<span class='boldannounce'>* You regenerate your health slowly, you're weak to fire, and you depend on blood to survive. Allow your stolen blood to run too low, and you will find yourself at \
risk of being discovered!</span><br>")
//to_chat(owner, "<span class='boldannounce'>As an immortal, your power is linked to your age. The older you grow, the more abilities you will have access to.<span>")
var/vamp_greet
vamp_greet += "<span class='boldannounce'>* Other Bloodsuckers are not necessarily your friends, but your survival may depend on cooperation. Betray them at your own discretion and peril.</span><br>"
vamp_greet += "<span class='boldannounce'><i>* Use \",b\" to speak your ancient Bloodsucker language.</span><br>"
vamp_greet += "<span class='announce'>Bloodsucker Tip: Rest in a <i>Coffin</i> to claim it, and that area, as your lair.</span><br>"
vamp_greet += "<span class='announce'>Bloodsucker Tip: Fear the daylight! Solar flares will bombard the station periodically, and only your coffin can guarantee your safety.</span><br>"
vamp_greet += "<span class='announce'>Bloodsucker Tip: You wont loose blood if you are unconcious or sleeping. Use this to your advantage to conserve blood.</span><br>"
to_chat(owner, vamp_greet)
var/bloodsucker_greet
bloodsucker_greet += "<span class='boldannounce'>* Other Bloodsuckers are not necessarily your friends, but your survival may depend on cooperation. Betray them at your own discretion and peril.</span><br>"
bloodsucker_greet += "<span class='boldannounce'><i>* Use \",b\" to speak your ancient Bloodsucker language.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Rest in a <i>Coffin</i> to claim it, and that area, as your lair.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Fear the daylight! Solar flares will bombard the station periodically, and only your coffin can guarantee your safety.</span><br>"
bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: You wont loose blood if you are unconcious or sleeping. Use this to your advantage to conserve blood.</span><br>"
to_chat(owner, bloodsucker_greet)
owner.current.playsound_local(null, 'sound/bloodsucker/BloodsuckerAlert.ogg', 100, FALSE, pressure_affected = FALSE)
antag_memory += "Although you were born a mortal, in un-death you earned the name <b>[fullname]</b>.<br>"
@@ -92,13 +90,13 @@
owner.current.blood_volume = max(owner.current.blood_volume,BLOOD_VOLUME_SAFE)
/datum/antagonist/bloodsucker/threat()
return ..()+3*vamplevel
return ..() + 3 * bloodsucker_level
/datum/antagonist/bloodsucker/proc/SelectFirstName()
// Names (EVERYONE gets one))
if(owner.current.gender == MALE)
vampname = pick("Desmond","Rudolph","Dracul","Vlad","Pyotr","Gregor","Cristian","Christoff","Marcu","Andrei","Constantin","Gheorghe","Grigore","Ilie","Iacob","Luca","Mihail","Pavel","Vasile","Octavian","Sorin", \
bloodsucker_name = pick("Desmond","Rudolph","Dracul","Vlad","Pyotr","Gregor","Cristian","Christoff","Marcu","Andrei","Constantin","Gheorghe","Grigore","Ilie","Iacob","Luca","Mihail","Pavel","Vasile","Octavian","Sorin", \
"Sveyn","Aurel","Alexe","Iustin","Theodor","Dimitrie","Octav","Damien","Magnus","Caine","Abel", // Romanian/Ancient
"Lucius","Gaius","Otho","Balbinus","Arcadius","Romanos","Alexios","Vitellius", // Latin
"Melanthus","Teuthras","Orchamus","Amyntor","Axion", // Greek
@@ -106,7 +104,7 @@
"Dio")
else
vampname = pick("Islana","Tyrra","Greganna","Pytra","Hilda","Andra","Crina","Viorela","Viorica","Anemona","Camelia","Narcisa","Sorina","Alessia","Sophia","Gladda","Arcana","Morgan","Lasarra","Ioana","Elena", \
bloodsucker_name = pick("Islana","Tyrra","Greganna","Pytra","Hilda","Andra","Crina","Viorela","Viorica","Anemona","Camelia","Narcisa","Sorina","Alessia","Sophia","Gladda","Arcana","Morgan","Lasarra","Ioana","Elena", \
"Alina","Rodica","Teodora","Denisa","Mihaela","Svetla","Stefania","Diyana","Kelssa","Lilith", // Romanian/Ancient
"Alexia","Athanasia","Callista","Karena","Nephele","Scylla","Ursa", // Latin
"Alcestis","Damaris","Elisavet","Khthonia","Teodora", // Greek
@@ -114,57 +112,57 @@
/datum/antagonist/bloodsucker/proc/SelectTitle(am_fledgling = 0, forced = FALSE)
// Already have Title
if (!forced && vamptitle != null)
if(!forced && bloodsucker_title != null)
return
// Titles [Master]
if (!am_fledgling)
if(!am_fledgling)
if(owner.current.gender == MALE)
vamptitle = pick ("Count","Baron","Viscount","Prince","Duke","Tzar","Dreadlord","Lord","Master")
bloodsucker_title = pick ("Count","Baron","Viscount","Prince","Duke","Tzar","Dreadlord","Lord","Master")
else
vamptitle = pick ("Countess","Baroness","Viscountess","Princess","Duchess","Tzarina","Dreadlady","Lady","Mistress")
bloodsucker_title = pick ("Countess","Baroness","Viscountess","Princess","Duchess","Tzarina","Dreadlady","Lady","Mistress")
to_chat(owner, "<span class='announce'>You have earned a title! You are now known as <i>[ReturnFullName(TRUE)]</i>!</span>")
// Titles [Fledgling]
else
vamptitle = null
bloodsucker_title = null
/datum/antagonist/bloodsucker/proc/SelectReputation(am_fledgling = 0, forced=FALSE)
// Already have Reputation
if(!forced && vampreputation != null)
if(!forced && bloodsucker_reputation != null)
return
// Reputations [Master]
if(!am_fledgling)
vampreputation = pick("Butcher","Blood Fiend","Crimson","Red","Black","Terror","Nightman","Feared","Ravenous","Fiend","Malevolent","Wicked","Ancient","Plaguebringer","Sinister","Forgotten","Wretched","Baleful", \
bloodsucker_reputation = pick("Butcher","Blood Fiend","Crimson","Red","Black","Terror","Nightman","Feared","Ravenous","Fiend","Malevolent","Wicked","Ancient","Plaguebringer","Sinister","Forgotten","Wretched","Baleful", \
"Inqisitor","Harvester","Reviled","Robust","Betrayer","Destructor","Damned","Accursed","Terrible","Vicious","Profane","Vile","Depraved","Foul","Slayer","Manslayer","Sovereign","Slaughterer", \
"Forsaken","Mad","Dragon","Savage","Villainous","Nefarious","Inquisitor","Marauder","Horrible","Immortal","Undying","Overlord","Corrupt","Hellspawn","Tyrant","Sanguineous")
if(owner.current.gender == MALE)
if(prob(10)) // Gender override
vampreputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
bloodsucker_reputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
else
if(prob(10)) // Gender override
vampreputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
bloodsucker_reputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
to_chat(owner, "<span class='announce'>You have earned a reputation! You are now known as <i>[ReturnFullName(TRUE)]</i>!</span>")
// Reputations [Fledgling]
else
vampreputation = pick ("Crude","Callow","Unlearned","Neophyte","Novice","Unseasoned","Fledgling","Young","Neonate","Scrapling","Untested","Unproven","Unknown","Newly Risen","Born","Scavenger","Unknowing",\
bloodsucker_reputation = pick ("Crude","Callow","Unlearned","Neophyte","Novice","Unseasoned","Fledgling","Young","Neonate","Scrapling","Untested","Unproven","Unknown","Newly Risen","Born","Scavenger","Unknowing",\
"Unspoiled","Disgraced","Defrocked","Shamed","Meek","Timid","Broken")//,"Fresh")
/datum/antagonist/bloodsucker/proc/AmFledgling()
return !vamptitle
return !bloodsucker_title
/datum/antagonist/bloodsucker/proc/ReturnFullName(var/include_rep=0)
var/fullname
// Name First
fullname = (vampname ? vampname : owner.current.name)
fullname = (bloodsucker_name ? bloodsucker_name : owner.current.name)
// Title
if(vamptitle)
fullname = vamptitle + " " + fullname
if(bloodsucker_title)
fullname = bloodsucker_title + " " + fullname
// Rep
if(include_rep && vampreputation)
fullname = fullname + " the " + vampreputation
if(include_rep && bloodsucker_reputation)
fullname = fullname + " the " + bloodsucker_reputation
return fullname
@@ -199,15 +197,12 @@
var/mob/living/carbon/human/H = owner.current
var/datum/species/S = H.dna.species
// Make Changes
H.physiology.brute_mod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
H.physiology.brute_mod *= 0.8
H.physiology.cold_mod = 0
H.physiology.stun_mod *= 0.5
H.physiology.siemens_coeff *= 0.75 //base electrocution coefficient 1
//S.heatmod += 0.5 // Heat shouldn't affect. Only Fire.
//S.punchstunthreshold = 8 //damage at which punches from this race will stun 9
S.punchdamagelow += 1 //lowest possible punch damage 0
S.punchdamagehigh += 1 //highest possible punch damage 9
// Clown
if(istype(H) && owner.assigned_role == "Clown")
H.dna.remove_mutation(CLOWNMUT)
to_chat(H, "As a vampiric clown, you are no longer a danger to yourself. Your nature is subdued.")
@@ -215,8 +210,6 @@
CheckVampOrgans() // Heart, Eyes
// Language
owner.current.grant_language(/datum/language/vampiric)
// Soul
//owner.current.hellbound = TRUE Causes wierd stuff
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
@@ -248,7 +241,6 @@
// Clown
if(istype(H) && owner.assigned_role == "Clown")
H.dna.add_mutation(CLOWNMUT)
// NOTE: Use initial() to return things to default!
// Physiology
owner.current.regenerate_organs()
// Update Health
@@ -264,13 +256,13 @@
set waitfor = FALSE
if(!owner || !owner.current)
return
vamplevel_unspent ++
bloodsucker_level_unspent ++
// Spend Rank Immediately?
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
SpendRank()
else
to_chat(owner, "<EM><span class='notice'>You have grown more ancient! Sleep in a coffin that you have claimed to thicken your blood and become more powerful.</span></EM>")
if(vamplevel_unspent >= 2)
if(bloodsucker_level_unspent >= 2)
to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, you can build one from wooden planks.</span><br>")
/datum/antagonist/bloodsucker/proc/LevelUpPowers()
@@ -279,10 +271,10 @@
/datum/antagonist/bloodsucker/proc/SpendRank()
set waitfor = FALSE
if(vamplevel_unspent <= 0 || !owner || !owner.current || !owner.current.client || !isliving(owner.current))
if(bloodsucker_level_unspent <= 0 || !owner || !owner.current || !owner.current.client || !isliving(owner.current))
return
var/mob/living/L = owner.current
level_bloodcost = maxBloodVolume * 0.2
level_bloodcost = max_blood_volume * 0.2
//If the blood volume of the bloodsucker is lower than the cost to level up, return and inform the bloodsucker
//TODO: Make this into a radial, or perhaps a tgui next UI
@@ -298,7 +290,7 @@
if(options.len > 1)
var/choice = input(owner.current, "You have the opportunity to grow more ancient at the cost of [level_bloodcost] units of blood. Select a power to advance your Rank.", "Your Blood Thickens...") in options
// Cheat-Safety: Can't keep opening/closing coffin to spam levels
if(vamplevel_unspent <= 0) // Already spent all your points, and tried opening/closing your coffin, pal.
if(bloodsucker_level_unspent <= 0) // Already spent all your points, and tried opening/closing your coffin, pal.
return
if(!istype(owner.current.loc, /obj/structure/closet/crate/coffin))
to_chat(owner.current, "<span class='warning'>Return to your coffin to advance your Rank.</span>")
@@ -329,20 +321,20 @@
// More Health
owner.current.setMaxHealth(owner.current.maxHealth + 10)
// Vamp Stats
regenRate += 0.05 // Points of brute healed (starts at 0.3)
feedAmount += 2 // Increase how quickly I munch down vics (15)
maxBloodVolume += 100 // Increase my max blood (600)
regen_rate += 0.05 // Points of brute healed (starts at 0.3)
feed_amount += 2 // Increase how quickly I munch down vics (15)
max_blood_volume += 100 // Increase my max blood (600)
/////////
vamplevel ++
vamplevel_unspent --
bloodsucker_level ++
bloodsucker_level_unspent --
// Assign True Reputation
if(vamplevel == 4)
if(bloodsucker_level == 4)
SelectReputation(am_fledgling = FALSE, forced = TRUE)
to_chat(owner.current, "<span class='notice'>You are now a rank [vamplevel] Bloodsucker. Your strength, health, feed rate, regen rate, and maximum blood have all increased!</span>")
to_chat(owner.current, "<span class='notice'>You are now a rank [bloodsucker_level] Bloodsucker. Your strength, health, feed rate, regen rate, can have up to [bloodsucker_level - count_vassals(owner.current.mind)] vassals, and maximum blood have all increased!</span>")
to_chat(owner.current, "<span class='notice'>Your existing powers have all ranked up as well!</span>")
update_hud(TRUE)
owner.current.playsound_local(null, 'sound/effects/pope_entry.ogg', 25, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
owner.current.playsound_local(null, 'sound/effects/pope_entry.ogg', 25, TRUE, pressure_affected = FALSE)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -654,13 +646,13 @@
var/datum/antagonist/vassal/mob_V = M.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
// Check 2) If they are a BLOODSUCKER, then are they my Master?
if (mob_V && atom_B == mob_V.master)
return TRUE // SUCCESS!
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 // SUCCESS!
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 // SUCCESS!
return TRUE
return FALSE
@@ -705,10 +697,10 @@
// Update Rank Counter
if(owner.current.hud_used.vamprank_display)
var/valuecolor = vamplevel_unspent ? "#FFFF00" : "#FF0000"
owner.current.hud_used.vamprank_display.update_counter(vamplevel, valuecolor)
var/valuecolor = bloodsucker_level_unspent ? "#FFFF00" : "#FF0000"
owner.current.hud_used.vamprank_display.update_counter(bloodsucker_level, valuecolor)
if(updateRank) // Only change icon on special request.
owner.current.hud_used.vamprank_display.icon_state = (vamplevel_unspent > 0) ? "rank_up" : "rank"
owner.current.hud_used.vamprank_display.icon_state = (bloodsucker_level_unspent > 0) ? "rank_up" : "rank"
/obj/screen/bloodsucker
@@ -718,12 +710,12 @@
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/bloodsucker/proc/update_counter(value, valuecolor)
invisibility = 0 // Make Visible
invisibility = 0
/obj/screen/bloodsucker/blood_counter // NOTE: Look up /obj/screen/devil/soul_counter in _onclick / hud / human.dm
icon = 'icons/mob/actions/bloodsucker.dmi'//'icons/mob/screen_gen.dmi'
/obj/screen/bloodsucker/blood_counter
icon = 'icons/mob/actions/bloodsucker.dmi'
name = "Blood Consumed"
icon_state = "blood_display"//"power_display"
icon_state = "blood_display"
screen_loc = ui_blood_display
/obj/screen/bloodsucker/blood_counter/update_counter(value, valuecolor)
@@ -748,22 +740,27 @@
/datum/antagonist/bloodsucker/proc/update_sunlight(value, amDay = FALSE)
// No Hud? Get out.
if (!owner.current.hud_used)
if(!owner.current.hud_used)
return
// Update Sun Time
if (owner.current.hud_used.sunlight_display)
if(owner.current.hud_used.sunlight_display)
var/valuecolor = "#BBBBFF"
if (amDay)
if(amDay)
valuecolor = "#FF5555"
else if(value <= 25)
valuecolor = "#FFCCCC"
else if(value < 10)
valuecolor = "#FF5555"
var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value,1)] s"
var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value, 1)] s"
owner.current.hud_used.sunlight_display.update_counter( value_string, valuecolor )
owner.current.hud_used.sunlight_display.icon_state = "sunlight_" + (amDay ? "day":"night")
/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)
var/vassal_amount = B.vassals.len
return vassal_amount
@@ -5,7 +5,8 @@
var/obj/item/organ/O
// Heart
O = owner.current.getorganslot(ORGAN_SLOT_HEART)
if(!istype(O, /obj/item/organ/heart/vampheart))
if(!istype(O, /obj/item/organ/heart/vampheart) && !istype(O, /obj/item/organ/heart/demon))
qdel(O)
var/obj/item/organ/heart/vampheart/H = new
H.Insert(owner.current)
@@ -115,13 +115,15 @@
qdel(src)
/obj/structure/bloodsucker/vassalrack/examine(mob/user)
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
. = ..()
if(isvamp(user) || isobserver(user))
if(B || isobserver(user))
. += {"<span class='cult'>This is the vassal rack, which allows you to thrall crewmembers into loyal minions in your service.</span>"}
. += {"<span class='cult'>You need to first secure the vassal rack by clicking on it while it is in your lair.</span>"}
. += {"<span class='cult'>Simply click and hold on a victim, and then drag their sprite on the vassal rack. Alt click on the vassal rack to unbuckle them.</span>"}
. += {"<span class='cult'>Make sure that the victim is handcuffed, or else they can simply run away or resist, as the process is not instant.</span>"}
. += {"<span class='cult'>To convert the victim, simply click on the vassal rack itself. Sharp weapons work faster than other tools.</span>"}
. += {"<span class='cult'> You have only the power for [B.bloodsucker_level - B.count_vassals(user.mind)] vassals</span>"}
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
. += {"<span class='cult'>This is the vassal rack, which allows your master to thrall crewmembers into his minions.\n
Aid your master in bringing their victims here and keeping them secure.\n
@@ -130,7 +132,7 @@
/obj/structure/bloodsucker/vassalrack/MouseDrop_T(atom/movable/O, mob/user)
if(!O.Adjacent(src) || O == user || !isliving(O) || !isliving(user) || useLock || has_buckled_mobs() || user.incapacitated())
return
if(!anchored && isvamp(user))
if(!anchored && AmBloodsucker(user))
to_chat(user, "<span class='danger'>Until this rack is secured in place, it cannot serve its purpose.</span>")
return
// PULL TARGET: Remember if I was pullin this guy, so we can restore this
@@ -183,7 +185,7 @@
/obj/structure/bloodsucker/vassalrack/user_unbuckle_mob(mob/living/M, mob/user)
// Attempt Unbuckle
if(!isvamp(user))
if(!AmBloodsucker(user))
if(M == user)
M.visible_message("<span class='danger'>[user] tries to release themself from the rack!</span>",\
"<span class='danger'>You attempt to release yourself from the rack!</span>") // For sound if not seen --> "<span class='italics'>You hear a squishy wet noise.</span>")
@@ -222,15 +224,15 @@
// Go away. Torturing.
if(useLock)
return
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// CHECK ONE: Am I claiming this? Is it in the right place?
if(istype(bloodsuckerdatum) && !owner)
if(!bloodsuckerdatum.lair)
if(istype(B) && !owner)
if(!B.lair)
to_chat(user, "<span class='danger'>You don't have a lair. Claim a coffin to make that location your lair.</span>")
if(bloodsuckerdatum.lair != get_area(src))
to_chat(user, "<span class='danger'>You may only activate this structure in your lair: [bloodsuckerdatum.lair].</span>")
if(B.lair != get_area(src))
to_chat(user, "<span class='danger'>You may only activate this structure in your lair: [B.lair].</span>")
return
switch(alert(user,"Do you wish to afix this structure here? Be aware you wont be able to unsecure it anymore","Secure [src]","Yes", "No"))
switch(alert(user,"Do you wish to afix this structure here? Be aware you wont be able to unsecure it anymore", "Secure [src]", "Yes", "No"))
if("Yes")
owner = user
density = FALSE
@@ -241,27 +243,31 @@
return
// CHECK TWO: Am I a non-bloodsucker?
var/mob/living/carbon/C = pick(buckled_mobs)
if(!istype(bloodsuckerdatum))
if(!istype(B))
// Try to release this guy
user_unbuckle_mob(C, user)
return
// Bloodsucker Owner! Let the boy go.
if(C.mind)
var/datum/antagonist/vassal/vassaldatum = C.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(istype(vassaldatum) && vassaldatum.master == bloodsuckerdatum || C.stat >= DEAD)
var/datum/antagonist/vassal/V = C.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(istype(V) && V.master == B || C.stat >= DEAD)
unbuckle_mob(C)
useLock = FALSE // Failsafe
return
// Just torture the boy
torture_victim(user, C)
#define CONVERT_COST 150
/obj/structure/bloodsucker/vassalrack/proc/torture_victim(mob/living/user, mob/living/target)
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// Check Bloodmob/living/M, force = FALSE, check_loc = TRUE
var/convert_cost = 200 + 200 * bloodsuckerdatum.vassals
if(user.blood_volume < convert_cost + 5)
if(user.blood_volume < CONVERT_COST + 5)
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
return
if(B.count_vassals(user.mind) > B.bloodsucker_level)
to_chat(user, "<span class='notice'>Your power is yet too weak to bring more vassals under your control....</span>")
return
// Prep...
useLock = TRUE
// Step One: Tick Down Conversion from 3 to 0
@@ -302,12 +308,13 @@
useLock = FALSE
return
// Check: Blood
if(user.blood_volume < convert_cost)
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target], you need [convert_cost - user.blood_volume] units more!</span>")
if(user.blood_volume < CONVERT_COST)
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target], you need [CONVERT_COST - user.blood_volume] units more!</span>")
useLock = FALSE
return
bloodsuckerdatum.AddBloodVolume(-convert_cost)
target.add_mob_blood(user)
B.AddBloodVolume(-CONVERT_COST)
target.add_mob_blood(user, "<span class='danger'>Youve used [CONVERT_COST] amount of blood to gain a new vassal!</span>")
to_chat(user, )
user.visible_message("<span class='notice'>[user] marks a bloody smear on [target]'s forehead and puts a wrist up to [target.p_their()] mouth!</span>", \
"<span class='notice'>You paint a bloody marking across [target]'s forehead, place your wrist to [target.p_their()] mouth, and subject [target.p_them()] to the Dark Communion.</span>")
if(!do_mob(user, src, 50))
@@ -315,21 +322,22 @@
useLock = FALSE
return
// Convert to Vassal!
if(bloodsuckerdatum && bloodsuckerdatum.attempt_turn_vassal(target))
if(B && B.attempt_turn_vassal(target))
//remove_loyalties(target) // In case of Mindshield, or appropriate Antag (Traitor, Internal, etc)
//if (!target.buckled)
// 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, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
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")
//remove_victim(target) // Remove on CLICK ONLY!
useLock = FALSE
/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/target, mult=1)
#undef CONVERT_COST
/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/target, mult = 1)
var/torture_time = 15 // Fifteen seconds if you aren't using anything. Shorter with weapons and such.
var/torture_dmg_brute = 2
var/torture_dmg_burn = 0
@@ -454,7 +462,7 @@
/obj/structure/bloodsucker/candelabrum/examine(mob/user)
. = ..()
if((isvamp()) || isobserver(user))
if((AmBloodsucker(user)) || isobserver(user))
. += {"<span class='cult'>This is a magical candle which drains at the sanity of mortals who are not under your command while it is active.</span>"}
. += {"<span class='cult'>You can alt click on it from any range to turn it on remotely, or simply be next to it and click on it to turn it on and off normally.</span>"}
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
@@ -463,12 +471,12 @@
/obj/structure/bloodsucker/candelabrum/attack_hand(mob/user)
var/datum/antagonist/vassal/T = user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(isvamp(user) || istype(T))
if(AmBloodsucker(user) || istype(T))
toggle()
/obj/structure/bloodsucker/candelabrum/AltClick(mob/user)
// Bloodsuckers can turn their candles on from a distance. SPOOOOKY.
if(isvamp(user))
if(AmBloodsucker(user))
toggle()
/obj/structure/bloodsucker/candelabrum/proc/toggle(mob/user)
@@ -485,7 +493,7 @@
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(isvamp(H) || T) //We dont want vassals or vampires affected by this
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)
@@ -2,7 +2,7 @@
/datum/action/bloodsucker/cloak
name = "Cloak of Darkness"
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in brightly lit areas."
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in brightly lit areas, and you cannot dissapear while mortals watch you."
button_icon_state = "power_cloak"
bloodcost = 5
cooldown = 50
@@ -140,7 +140,7 @@
to_chat(user, "<span class='notice'>You lean quietly toward [target] and secretly draw out your fangs...</span>")
else
to_chat(user, "<span class='warning'>You pull [target] close to you and draw out your fangs...</span>")
if(!do_mob(user, target, feed_time,0,1,extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
if(!do_mob(user, target, feed_time, 0, 1, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
to_chat(user, "<span class='warning'>Your feeding was interrupted.</span>")
//DeactivatePower(user,target)
return
@@ -166,7 +166,7 @@
var/deadmessage = target.stat == DEAD ? "" : " <i>[target.p_they(TRUE)] looks dazed, and will not remember this.</i>"
user.visible_message("<span class='notice'>[user] puts [target]'s wrist up to [user.p_their()] mouth.</span>", \
"<span class='notice'>You secretly slip your fangs into [target]'s wrist.[deadmessage]</span>", \
vision_distance = notice_range, ignored_mobs=target) // Only people who AREN'T the target will notice this action.
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))
@@ -257,11 +257,11 @@
to_chat(user, "<span class='notice'>Your victim is dead. [target.p_their(TRUE)] blood barely nourishes you.</span>")
warning_target_dead = TRUE
// Full?
if(!warning_full && user.blood_volume >= bloodsuckerdatum.maxBloodVolume)
if(!warning_full && user.blood_volume >= bloodsuckerdatum.max_blood_volume)
to_chat(user, "<span class='notice'>You are full. Further blood will be wasted.</span>")
warning_full = TRUE
// Blood Remaining? (Carbons/Humans only)
if(iscarbon(target) && !target.AmBloodsucker(1))
if(iscarbon(target) && !AmBloodsucker(target, TRUE))
if(target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
to_chat(user, "<span class='warning'>Your victim's blood volume is fatally low!</span>")
else if(target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
@@ -275,8 +275,9 @@
break
// Blood Gulp Sound
owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
if(!amSilent)
target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
// DONE!
//DeactivatePower(user,target)
if(amSilent)
@@ -294,12 +295,12 @@
/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
// Bad Vampire. You shouldn't do that.
// Bad Bloodsucker. You shouldn't do that.
if(target && target.stat >= DEAD && ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
return ..() && target && (!target_grappled || user.pulling == target)// Active, and still Antag,
return ..() && target && (!target_grappled || user.pulling == target) && blood_sucking_checks(target, TRUE, TRUE) // Active, and still antag,
// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
@@ -33,6 +33,15 @@
if(was_running)
user.toggle_move_intent()
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
var/obj/vehicle/V = user.buckled
var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
if(VRD)
VRD.force_dismount(user)
to_chat(user, "<span class='notice'>You trip off the [V], your muscles too heavy for it to support you.</span>")
else
V.unbuckle_mob(user, force = TRUE)
to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
// Pay Blood Toll (if awake)
if(user.stat == CONSCIOUS)
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
@@ -8,7 +8,7 @@
desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
button_icon_state = "power_speed"
bloodcost = 6
cooldown = 50
cooldown = 120
target_range = 15
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
@@ -31,6 +31,7 @@
var/isabsorbing = 0
var/islinking = 0
var/geneticpoints = 10
var/maxgeneticpoints = 10
var/purchasedpowers = list()
var/mimicing = ""
var/canrespec = 0
@@ -98,17 +99,24 @@
to_chat(H, "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
/datum/antagonist/changeling/proc/reset_properties()
/datum/antagonist/changeling/proc/reset_properties(hardReset = FALSE)
changeling_speak = 0
chosen_sting = null
geneticpoints = initial(geneticpoints)
geneticpoints = maxgeneticpoints
sting_range = initial(sting_range)
chem_storage = initial(chem_storage)
chem_recharge_rate = initial(chem_recharge_rate)
chem_charges = min(chem_charges, chem_storage)
chem_recharge_slowdown = initial(chem_recharge_slowdown)
mimicing = ""
if (hardReset)
chem_storage = initial(chem_storage)
chem_recharge_rate = initial(chem_recharge_rate)
geneticpoints = initial(geneticpoints)
maxgeneticpoints = initial(maxgeneticpoints)
chem_charges = min(chem_charges, chem_storage)
/datum/antagonist/changeling/proc/remove_changeling_powers()
if(ishuman(owner.current) || ismonkey(owner.current))
reset_properties()
@@ -287,7 +295,6 @@
prof.name_list[slot] = I.name
prof.appearance_list[slot] = I.appearance
prof.flags_cover_list[slot] = I.flags_cover
prof.item_color_list[slot] = I.item_color
prof.item_state_list[slot] = I.item_state
prof.exists_list[slot] = 1
else
@@ -503,7 +510,6 @@
var/list/appearance_list = list()
var/list/flags_cover_list = list()
var/list/exists_list = list()
var/list/item_color_list = list()
var/list/item_state_list = list()
var/underwear
@@ -526,7 +532,6 @@
newprofile.appearance_list = appearance_list.Copy()
newprofile.flags_cover_list = flags_cover_list.Copy()
newprofile.exists_list = exists_list.Copy()
newprofile.item_color_list = item_color_list.Copy()
newprofile.item_state_list = item_state_list.Copy()
newprofile.underwear = underwear
newprofile.undershirt = undershirt
@@ -28,8 +28,7 @@
action.Remove(user)
return
/obj/effect/proc_holder/changeling/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/Trigger(mob/user)
if(!user || !user.mind || !user.mind.has_antag_datum(/datum/antagonist/changeling))
return
try_to_sting(user)
@@ -96,6 +96,7 @@
to_chat(user, "<span class='boldnotice'>[target] was one of us. We have absorbed their power.</span>")
target_ling.remove_changeling_powers()
changeling.geneticpoints += round(target_ling.geneticpoints/2)
changeling.maxgeneticpoints += round(target_ling.geneticpoints/2)
target_ling.geneticpoints = 0
target_ling.canrespec = 0
changeling.chem_storage += round(target_ling.chem_storage/2)
@@ -3,8 +3,7 @@
desc = "Stabby stabby."
var/sting_icon = null
/obj/effect/proc_holder/changeling/sting/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/sting/Trigger(mob/user)
if(!user || !user.mind)
return
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
@@ -74,8 +73,7 @@
action_icon_state = "ling_sting_transform"
action_background_icon_state = "bg_ling"
/obj/effect/proc_holder/changeling/sting/transformation/Click()
var/mob/user = usr
/obj/effect/proc_holder/changeling/sting/transformation/Trigger(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling.chosen_sting)
unset_sting(user)
@@ -279,9 +279,15 @@
sigil_name = "Vitality Matrix"
var/revive_cost = 150
var/sigil_active = FALSE
var/min_drain_health = -INFINITY
var/can_dust = TRUE
var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
var/static/list/damage_heal_order = list(CLONE, TOX, BURN, BRUTE, OXY) //we heal damage in this order
/obj/effect/clockwork/sigil/vitality/neutered
min_drain_health = 20
can_dust = FALSE
/obj/effect/clockwork/sigil/vitality/examine(mob/user)
. = ..()
if(is_servant_of_ratvar(user) || isobserver(user))
@@ -306,7 +312,7 @@
animation_number++
if(!is_servant_of_ratvar(L))
var/vitality_drained = 0
if(L.stat == DEAD && !consumed_vitality)
if(L.stat == DEAD && !consumed_vitality && can_dust)
consumed_vitality = TRUE //Prevent the target from being consumed multiple times
vitality_drained = L.maxHealth
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
@@ -318,7 +324,7 @@
if(!L.dropItemToGround(W))
qdel(W)
L.dust()
else
else if(L.health > min_drain_health)
if(!GLOB.ratvar_awakens && L.stat == CONSCIOUS)
vitality_drained = L.adjustToxLoss(1, forced = TRUE)
else
@@ -35,7 +35,7 @@
var/span_for_name = "heavy_brass"
var/span_for_message = "brass"
/datum/action/innate/hierophant/IsAvailable()
/datum/action/innate/hierophant/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
return FALSE
return ..()
@@ -12,7 +12,7 @@
var/obj/item/clockwork/weapon/weapon_type //The type of weapon to create
var/obj/item/clockwork/weapon/weapon
/datum/action/innate/call_weapon/IsAvailable()
/datum/action/innate/call_weapon/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
qdel(src)
return
@@ -127,7 +127,6 @@
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_gauntlets"
item_state = "clockwork_gauntlets"
item_color = null //So they don't wash.
strip_delay = 50
equip_delay_other = 30
body_parts_covered = ARMS
@@ -36,6 +36,24 @@
speed_multiplier = 0
no_cost = TRUE
/obj/item/clockwork/slab/traitor
var/spent = FALSE
/obj/item/clockwork/slab/traitor/check_uplink_validity()
return !spent
/obj/item/clockwork/slab/traitor/attack_self(mob/living/user)
if(!is_servant_of_ratvar(user) && !spent)
to_chat(user, "<span class='userdanger'>You press your hand onto [src], golden tendrils of light latching onto you. Was this the best of ideas?</span>")
if(add_servant_of_ratvar(user, FALSE, FALSE, /datum/antagonist/clockcult/neutered/traitor))
spent = TRUE
// Add some (5 KW) power so they don't suffer for 100 ticks
GLOB.clockwork_power += 5000
// This intentionally does not use adjust_clockwork_power.
else
to_chat(user, "<span class='userdanger'>[src] falls dark. It appears you weren't worthy.</span>")
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clockwork/slab/debug/attack_hand(mob/living/user)
if(!is_servant_of_ratvar(user))
@@ -103,8 +121,8 @@
. = ..()
addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(isinhands && item_state && inhand_overlay)
var/mutable_appearance/M = mutable_appearance(icon_file, "slab_[inhand_overlay]")
. += M
@@ -232,7 +232,7 @@
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/innate/eminence/IsAvailable()
/datum/action/innate/eminence/IsAvailable(silent = FALSE)
if(!iseminence(owner))
qdel(src)
return
@@ -283,7 +283,7 @@
desc = "Initiates a mass recall, warping all servants to the Ark after a short delay. This can only be used once."
button_icon_state = "Spatial Gateway"
/datum/action/innate/eminence/mass_recall/IsAvailable()
/datum/action/innate/eminence/mass_recall/IsAvailable(silent = FALSE)
. = ..()
if(.)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
@@ -30,6 +30,7 @@ Applications: 8 servants, 3 caches, and 100 CV
var/primary_component
var/important = FALSE //important scripture will be italicized in the slab's interface
var/sort_priority = 1 //what position the scripture should have in a list of scripture. Should be based off of component costs/reqs, but you can't initial() lists.
var/requires_full_power = FALSE //requires the user to be a full, non neutered servant of ratvar
//messages for offstation scripture recital, courtesy ratvar's generals(and neovgre)
var/static/list/neovgre_penalty = list("Go to the station.", "Useless.", "Don't waste time.", "Pathetic.", "Wasteful.")
@@ -77,6 +78,9 @@ Applications: 8 servants, 3 caches, and 100 CV
/datum/clockwork_scripture/proc/can_recite() //If the words can be spoken
if(!invoker || !slab || invoker.get_active_held_item() != slab)
return FALSE
if(!is_servant_of_ratvar(invoker, requires_full_power))
to_chat(invoker, "<span class='warning'>You aren't strongly connected enough to Ratvar to invoke this!</span>")
return FALSE
if(!invoker.can_speak_vocal())
to_chat(invoker, "<span class='warning'>You are unable to speak the words of the scripture!</span>")
return FALSE
@@ -236,18 +240,21 @@ Applications: 8 servants, 3 caches, and 100 CV
return FALSE
return TRUE
/datum/clockwork_scripture/create_object/proc/get_spawn_path(mob/user)
return object_path
/datum/clockwork_scripture/create_object/scripture_effects()
if(creator_message && observer_message)
invoker.visible_message(observer_message, creator_message)
else if(creator_message)
to_chat(invoker, creator_message)
var/obj/O = new object_path (get_turf(invoker))
var/to_spawn = get_spawn_path(invoker)
var/obj/O = new to_spawn(get_turf(invoker))
O.ratvar_act() //update the new object so it gets buffed if ratvar is alive
if(isitem(O) && put_object_in_hands)
invoker.put_in_hands(O)
return TRUE
//Used specifically to create construct shells.
/datum/clockwork_scripture/create_object/construct
put_object_in_hands = FALSE
@@ -88,7 +88,7 @@
sort_priority = 4
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Submission, which will convert non-Servants that remain on it."
requires_full_power = TRUE
//Kindle: Charges the slab with blazing energy. It can be released to stun and silence a target.
/datum/clockwork_scripture/ranged_ability/kindle
@@ -211,6 +211,7 @@
quickbind = TRUE
quickbind_desc = "Returns you to Reebe."
var/client_color
requires_full_power = TRUE
/datum/clockwork_scripture/abscond/check_special_requirements()
if(is_reebe(invoker.z))
@@ -50,7 +50,6 @@
return FALSE
return ..()
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Trap, Damage to Healing"
@@ -77,6 +76,10 @@
return FALSE
return ..()
/datum/clockwork_scripture/create_object/vitality_matrix/get_spawn_path(mob/user)
if(!is_servant_of_ratvar(user, TRUE))
return /obj/effect/clockwork/sigil/vitality/neutered
return ..()
//Judicial Visor: Creates a judicial visor, which can smite an area.
/datum/clockwork_scripture/create_object/judicial_visor
@@ -150,7 +153,7 @@
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/shoes/magboots)) //replace this only if ratvar is up
/datum/action/innate/clockwork_armaments/IsAvailable()
/datum/action/innate/clockwork_armaments/IsAvailable(silent = FALSE)
if(!is_servant_of_ratvar(owner))
qdel(src)
return
@@ -5,15 +5,27 @@
antagpanel_category = "Clockcult"
job_rank = ROLE_SERVANT_OF_RATVAR
antag_moodlet = /datum/mood_event/cult
var/datum/action/innate/hierophant/hierophant_network = new
threat = 3
var/datum/action/innate/hierophant/hierophant_network = new()
var/datum/team/clockcult/clock_team
var/make_team = TRUE //This should be only false for tutorial scarabs
var/neutered = FALSE //can not use round ending, gibbing, converting, or similar things with unmatched round impact
var/ignore_eligibility_check = FALSE
var/ignore_holy_water = FALSE
/datum/antagonist/clockcult/silent
silent = TRUE
show_in_antagpanel = FALSE //internal
/datum/antagonist/clockcult/neutered
neutered = TRUE
/datum/antagonist/clockcult/neutered/traitor
ignore_eligibility_check = TRUE
ignore_holy_water = TRUE
show_in_roundend = FALSE
make_team = FALSE
/datum/antagonist/clockcult/Destroy()
qdel(hierophant_network)
return ..()
@@ -38,7 +50,7 @@
/datum/antagonist/clockcult/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(. && !ignore_eligibility_check)
. = is_eligible_servant(new_owner.current)
/datum/antagonist/clockcult/greet()
+11 -5
View File
@@ -17,7 +17,7 @@
qdel(X)
..()
/datum/action/innate/cult/blood_magic/IsAvailable()
/datum/action/innate/cult/blood_magic/IsAvailable(silent = FALSE)
if(!iscultist(owner))
return FALSE
return ..()
@@ -118,7 +118,7 @@
hand_magic = null
..()
/datum/action/innate/cult/blood_spell/IsAvailable()
/datum/action/innate/cult/blood_spell/IsAvailable(silent = FALSE)
if(!iscultist(owner) || owner.incapacitated() || !charges)
return FALSE
return ..()
@@ -439,7 +439,7 @@
"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
else // cult doesn't stun any longer when halos are out, instead it does burn damage + knockback!
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(user_antag.cult_team.cult_ascendent)
if(user_antag.cult_team?.cult_ascendent)
if(!iscultist(L))
L.adjustFireLoss(20)
if(L.move_resist < MOVE_FORCE_STRONG)
@@ -577,7 +577,9 @@
var/turf/T = get_turf(target)
if(istype(target, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/candidate = target
if(candidate.use(50))
if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected enough to Nar'sie to use make constructs...</span>")
else if(candidate.use(50))
uses--
to_chat(user, "<span class='warning'>A dark cloud emanates from your hand and swirls around the metal, twisting it into a construct shell!</span>")
new /obj/structure/constructshell(T)
@@ -600,7 +602,9 @@
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else if(istype(target,/mob/living/silicon/robot))
var/mob/living/silicon/robot/candidate = target
if(candidate.mmi)
if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected enough to Nar'sie to use make constructs...</span>")
else if(candidate.mmi)
user.visible_message("<span class='danger'>A dark cloud emanates from [user]'s hand and swirls around [candidate]!</span>")
playsound(T, 'sound/machines/airlock_alien_prying.ogg', 80, 1)
var/prev_color = candidate.color
@@ -820,6 +824,8 @@
if("Blood Beam (500)")
if(uses < 500)
to_chat(user, "<span class='cultitalic'>You need 500 charges to perform this rite.</span>")
else if(!iscultist(user, TRUE))
to_chat(user, "<span class='warning'>You are not strongly connected to Nar'sie enough to use something of this power.</span>")
else
var/obj/rite = new /obj/item/blood_beam()
uses -= 500
+21 -9
View File
@@ -11,15 +11,27 @@
var/datum/action/innate/cult/blood_magic/magic = new
job_rank = ROLE_CULTIST
var/ignore_implant = FALSE
var/make_team = TRUE
var/give_equipment = FALSE
var/datum/team/cult/cult_team
var/neutered = FALSE //can not use round ending, gibbing, converting, or similar things with unmatched round impact
var/ignore_eligibility_checks = FALSE
var/ignore_holy_water = FALSE
/datum/antagonist/cult/neutered
neutered = TRUE
/datum/antagonist/cult/neutered/traitor
ignore_eligibility_checks = TRUE
ignore_holy_water = TRUE
show_in_roundend = FALSE
make_team = FALSE
/datum/antagonist/cult/get_team()
return cult_team
/datum/antagonist/cult/create_team(datum/team/cult/new_team)
if(!new_team)
if(!new_team && make_team)
//todo remove this and allow admin buttons to create more than one cult
for(var/datum/antagonist/cult/H in GLOB.antagonists)
if(!H.owner)
@@ -30,12 +42,12 @@
cult_team = new /datum/team/cult
cult_team.setup_objectives()
return
if(!istype(new_team))
if(make_team && !istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
cult_team = new_team
/datum/antagonist/cult/proc/add_objectives()
objectives |= cult_team.objectives
objectives |= cult_team?.objectives
/datum/antagonist/cult/Destroy()
QDEL_NULL(communion)
@@ -44,7 +56,7 @@
/datum/antagonist/cult/can_be_owned(datum/mind/new_owner)
. = ..()
if(. && !ignore_implant)
if(. && !ignore_implant && !ignore_eligibility_checks)
. = is_convertable_to_cult(new_owner.current,cult_team)
/datum/antagonist/cult/greet()
@@ -62,7 +74,7 @@
SSticker.mode.update_cult_icons_added(owner)
current.log_message("has been converted to the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
if(cult_team.blood_target && cult_team.blood_target_image && current.client)
if(cult_team?.blood_target && cult_team.blood_target_image && current.client)
current.client.images += cult_team.blood_target_image
@@ -105,13 +117,13 @@
current = mob_override
current.faction |= "cult"
current.grant_language(/datum/language/narsie)
if(!cult_team.cult_master)
if(!cult_team?.cult_master)
vote.Grant(current)
communion.Grant(current)
if(ishuman(current))
magic.Grant(current)
current.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
if(cult_team.cult_risen)
if(cult_team?.cult_risen)
cult_team.rise(current)
if(cult_team.cult_ascendent)
cult_team.ascend(current)
@@ -144,7 +156,7 @@
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just reverted to [owner.current.p_their()] old faith!</span>", null, null, null, owner.current)
to_chat(owner.current, "<span class='userdanger'>An unfamiliar white light flashes through your mind, cleansing the taint of the Geometer and all your memories as her servant.</span>")
owner.current.log_message("has renounced the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
if(cult_team.blood_target && cult_team.blood_target_image && owner.current.client)
if(cult_team?.blood_target && cult_team.blood_target_image && owner.current.client)
owner.current.client.images -= cult_team.blood_target_image
. = ..()
@@ -206,7 +218,7 @@
throwing.Grant(current)
current.update_action_buttons_icon()
current.apply_status_effect(/datum/status_effect/cult_master)
if(cult_team.cult_risen)
if(cult_team?.cult_risen)
cult_team.rise(current)
if(cult_team.cult_ascendent)
cult_team.ascend(current)
+26 -14
View File
@@ -6,7 +6,7 @@
buttontooltipstyle = "cult"
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
/datum/action/innate/cult/IsAvailable()
/datum/action/innate/cult/IsAvailable(silent = FALSE)
if(!iscultist(owner))
return FALSE
return ..()
@@ -51,7 +51,7 @@
name = "Spiritual Communion"
desc = "Conveys a message from the spirit realm that all cultists can hear."
/datum/action/innate/cult/comm/spirit/IsAvailable()
/datum/action/innate/cult/comm/spirit/IsAvailable(silent = FALSE)
if(iscultist(owner.mind.current))
return TRUE
@@ -72,9 +72,9 @@
name = "Assert Leadership"
button_icon_state = "cultvote"
/datum/action/innate/cult/mastervote/IsAvailable()
/datum/action/innate/cult/mastervote/IsAvailable(silent = FALSE)
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C || C.cult_team.cult_vote_called || !ishuman(owner))
if(!C?.cult_team || C.cult_team.cult_vote_called || !ishuman(owner))
return FALSE
return ..()
@@ -82,6 +82,9 @@
var/choice = alert(owner, "The mantle of leadership is heavy. Success in this role requires an expert level of communication and experience. Are you sure?",, "Yes", "No")
if(choice == "Yes" && IsAvailable())
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(owner, "<span class='cult bold'>Do you not alreaady lead yourself?</span>")
return
pollCultists(owner,C.cult_team)
/proc/pollCultists(var/mob/living/Nominee,datum/team/cult/team) //Cult Master Poll
@@ -137,7 +140,7 @@
to_chat(B.current,"<span class='cultlarge'>[Nominee] has won the cult's support and is now their master. Follow [Nominee.p_their()] orders to the best of your ability!</span>")
return TRUE
/datum/action/innate/cult/master/IsAvailable()
/datum/action/innate/cult/master/IsAvailable(silent = FALSE)
if(!owner.mind || !owner.mind.has_antag_datum(/datum/antagonist/cult/master) || GLOB.cult_narsie)
return 0
return ..()
@@ -151,6 +154,9 @@
var/datum/antagonist/cult/antag = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
return
if(!antag.cult_team)
to_chat(owner, "<span class='cult bold'>You have no team. You are alone.</span>")
return
for(var/i in 1 to 4)
chant(i)
var/list/destinations = list()
@@ -220,9 +226,9 @@
CM.attached_action = src
..()
/datum/action/innate/cult/master/cultmark/IsAvailable()
/datum/action/innate/cult/master/cultmark/IsAvailable(silent = FALSE)
if(cooldown > world.time)
if(!CM.active)
if(!CM.active && !silent)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can mark another target!</b></span>")
return FALSE
return ..()
@@ -261,7 +267,10 @@
return FALSE
var/datum/antagonist/cult/C = caller.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(ranged_ability_user, "<span class='cultlarge'>What is the point of marking a target for yourself?</span>")
remove_ranged_ability()
return
if(target in view(7, get_turf(ranged_ability_user)))
if(C.cult_team.blood_target)
to_chat(ranged_ability_user, "<span class='cult'>The cult has already designated a target!</span>")
@@ -299,7 +308,7 @@
name = "Mark a Blood Target for the Cult"
desc = "Marks a target for the entire cult to track."
/datum/action/innate/cult/master/cultmark/ghost/IsAvailable()
/datum/action/innate/cult/master/cultmark/ghost/IsAvailable(silent = FALSE)
if(istype(owner, /mob/dead/observer) && iscultist(owner.mind.current))
return TRUE
else
@@ -313,7 +322,7 @@
var/cooldown = 0
var/base_cooldown = 600
/datum/action/innate/cult/ghostmark/IsAvailable()
/datum/action/innate/cult/ghostmark/IsAvailable(silent = FALSE)
if(istype(owner, /mob/dead/observer) && iscultist(owner.mind.current))
return TRUE
else
@@ -330,8 +339,11 @@
/datum/action/innate/cult/ghostmark/Activate()
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C.cult_team)
to_chat(owner, "<span class='cultbold'>You are alone. You do not have a team.</span>")
return
if(C.cult_team.blood_target)
if(cooldown>world.time)
if(cooldown > world.time)
reset_blood_target(C.cult_team)
to_chat(owner, "<span class='cultbold'>You have cleared the cult's blood target!</span>")
deltimer(C.cult_team.blood_target_reset_timer)
@@ -339,7 +351,7 @@
else
to_chat(owner, "<span class='cultbold'>The cult has already designated a target!</span>")
return
if(cooldown>world.time)
if(cooldown > world.time)
to_chat(owner, "<span class='cultbold'>You aren't ready to place another blood mark yet!</span>")
return
target = owner.orbiting?.parent || get_turf(owner)
@@ -389,11 +401,11 @@
PM.attached_action = src
..()
/datum/action/innate/cult/master/pulse/IsAvailable()
/datum/action/innate/cult/master/pulse/IsAvailable(silent = FALSE)
if(!owner.mind || !owner.mind.has_antag_datum(/datum/antagonist/cult/master))
return FALSE
if(cooldown > world.time)
if(!PM.active)
if(!PM.active && !silent)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can pulse again!</b></span>")
return FALSE
return ..()
+20 -5
View File
@@ -6,6 +6,21 @@
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
/obj/item/tome/traitor
var/spent = FALSE
/obj/item/tome/traitor/check_uplink_validity()
return !spent
/obj/item/tome/traitor/attack_self(mob/living/user)
if(!iscultist(user) && !spent)
to_chat(user, "<span class='userdanger'>You press your hand onto [src], sinister tendrils of corrupted magic swirling around you. Was this the best of ideas?</span>")
if(user.mind.add_antag_datum(/datum/antagonist/cult/neutered/traitor))
spent = TRUE
else
to_chat(user, "<span class='userdanger'>[src] falls dark. It appears you weren't worthy.</span>")
return ..()
/obj/item/melee/cultblade/dagger
name = "ritual dagger"
desc = "A strange dagger said to be used by sinister groups for \"preparing\" a corpse before sacrificing it to their dark gods."
@@ -207,7 +222,7 @@
phasein = /obj/effect/temp_visual/dir_setting/cult/phase
phaseout = /obj/effect/temp_visual/dir_setting/cult/phase/out
/datum/action/innate/dash/cult/IsAvailable()
/datum/action/innate/dash/cult/IsAvailable(silent = FALSE)
if(iscultist(holder) && current_charges)
return TRUE
else
@@ -227,7 +242,7 @@
sword = bastard
holder = user
/datum/action/innate/cult/spin2win/IsAvailable()
/datum/action/innate/cult/spin2win/IsAvailable(silent = FALSE)
if(iscultist(holder) && cooldown <= world.time)
return TRUE
else
@@ -436,8 +451,8 @@
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return BLOCK_NONE
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands && current_charges)
. += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01)
@@ -509,7 +524,7 @@
var/static/curselimit = 0
/obj/item/shuttle_curse/attack_self(mob/living/user)
if(!iscultist(user))
if(!iscultist(user, TRUE))
user.dropItemToGround(src, TRUE)
user.DefaultCombatKnockdown(100)
to_chat(user, "<span class='warning'>A powerful force shoves you away from [src]!</span>")
+5 -2
View File
@@ -59,6 +59,9 @@ This file contains the cult dagger and rune list code
rune_to_scribe = GLOB.rune_types[entered_rune_name]
if(!rune_to_scribe)
return
if(!iscultist(user, initial(rune_to_scribe.requires_full_power)))
to_chat(user, "<span class='warning'>You aren't strongly connected enough to Nar'sie to do draw this.</span>")
return
if(initial(rune_to_scribe.req_keyword))
chosen_keyword = stripped_input(user, "Enter a keyword for the new rune.", "Words of Power")
if(!chosen_keyword)
@@ -84,8 +87,8 @@ This file contains the cult dagger and rune list code
to_chat(user, "<span class='cultlarge'>Only one ritual site remains - it must be reserved for the final summoning!</span>")
return
if(ispath(rune_to_scribe, /obj/effect/rune/narsie))
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
var/datum/objective/sacrifice/sac_objective = locate() in user_antag.cult_team.objectives
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team?.objectives
var/datum/objective/sacrifice/sac_objective = locate() in user_antag.cult_team?.objectives
if(!summon_objective)
to_chat(user, "<span class='warning'>Nar'Sie does not wish to be summoned!</span>")
return
@@ -14,7 +14,7 @@
var/obj/effect/temp_visual/cult/rune_spawn/rune_center_type
var/rune_color
/datum/action/innate/cult/create_rune/IsAvailable()
/datum/action/innate/cult/create_rune/IsAvailable(silent = FALSE)
if(!rune_type || cooldown > world.time)
return FALSE
return ..()
+11
View File
@@ -32,6 +32,7 @@ Runes can either be invoked by one's self or with many different cultists. Each
var/scribe_delay = 40 //how long the rune takes to create
var/scribe_damage = 0.1 //how much damage you take doing it
var/requires_full_power = FALSE //requires full power to draw or invoke
var/invoke_damage = 0 //how much damage invokers take when invoking it
var/construct_invoke = TRUE //if constructs can invoke it
@@ -185,6 +186,7 @@ structure_check() searches for nearby cultist structures required for the invoca
color = RUNE_COLOR_OFFER
req_cultists = 1
rune_in_use = FALSE
requires_full_power = TRUE
/obj/effect/rune/convert/do_invoke_glow()
return
@@ -458,6 +460,7 @@ structure_check() searches for nearby cultist structures required for the invoca
pixel_y = -32
scribe_delay = 500 //how long the rune takes to create
scribe_damage = 40.1 //how much damage you take doing it
requires_full_power = TRUE
var/used = FALSE
/obj/effect/rune/narsie/Initialize(mapload, set_keyword)
@@ -482,6 +485,9 @@ structure_check() searches for nearby cultist structures required for the invoca
fail_invoke()
return
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!user_antag.cult_team)
to_chat(user, "<span class='cultlarge'>You can't seem to make the arcane links to your fellows that you'd need to use this.</span>")
return
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
var/area/place = get_area(src)
if(!(place in summon_objective.summon_spots))
@@ -812,6 +818,7 @@ structure_check() searches for nearby cultist structures required for the invoca
invoke_damage = 10
construct_invoke = FALSE
color = RUNE_COLOR_DARKRED
requires_full_power = TRUE
var/mob/living/affecting = null
var/ghost_limit = 3
var/ghosts = 0
@@ -942,6 +949,7 @@ structure_check() searches for nearby cultist structures required for the invoca
color = RUNE_COLOR_DARKRED
req_cultists = 3
scribe_delay = 100
requires_full_power = TRUE
/obj/effect/rune/apocalypse/invoke(var/list/invokers)
if(rune_in_use)
@@ -950,6 +958,9 @@ structure_check() searches for nearby cultist structures required for the invoca
var/area/place = get_area(src)
var/mob/living/user = invokers[1]
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!user_antag.cult_team)
to_chat(user, "<span class='cultlarge'>You can't seem to make the arcane links to your fellows that you'd need to use this.</span>")
return
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
if(summon_objective.summon_spots.len <= 1)
to_chat(user, "<span class='cultlarge'>Only one ritual site remains - it must be reserved for the final summoning!</span>")
@@ -12,12 +12,7 @@
var/obj/item/r_hand = get_item_for_held_index(2)
if(r_hand)
var/r_state = r_hand.item_state
if(!r_state)
r_state = r_hand.icon_state
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(state = r_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
var/mutable_appearance/r_hand_overlay = r_hand.build_worn_icon(default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
hands_overlays += r_hand_overlay
@@ -28,12 +23,7 @@
client.screen |= r_hand
if(l_hand)
var/l_state = l_hand.item_state
if(!l_state)
l_state = l_hand.icon_state
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(state = l_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
var/mutable_appearance/l_hand_overlay = l_hand.build_worn_icon(default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
hands_overlays += l_hand_overlay
+61 -2
View File
@@ -179,8 +179,8 @@
/obj/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
for(var/mob/living/L in contents)
if(!issilicon(L) && !isbrain(L))
for(var/mob/living/L in GetAllContents())
if(!ispAI(L) && !isbrain(L))
to_chat(S, "<span class='warning'>An organism has been detected inside this object. Aborting.</span>")
return FALSE
return ..()
@@ -416,6 +416,57 @@
to_chat(S, "<span class='warning'>Destroying this object would cause a catastrophic chain reaction. Aborting.</span>")
return FALSE
/obj/machinery/ore_silo/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Destroying this object, however tempting it's, will disrupt the research development that may serve for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/rnd/server/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Destroying this object, will disrupt the research development that may serve for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/pool/swarmer_act(mob/living/simple_animal/hostile/swarmer/S) //pool's closed, but not.
to_chat(S, "<span class='warning'>The pool must not be closed, it will provide healthy fun for our masters in the future. Aborting.</span>")
return FALSE
/obj/structure/pool/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>The pool must not be closed, it will provide healthy fun for our masters in the future. Aborting.</span>")
return FALSE
/obj/structure/holosign/barrier/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
var/static/list/lazy_typecache = typecacheof(list(/obj/structure/holosign/barrier/engineering, /obj/structure/holosign/barrier/firelock, /obj/structure/holosign/barrier/atmos, /obj/structure/holosign/barrier/combifan))
if(lazy_typecache[type])
to_chat(S, "<span class='warning'>Destroying this holographic barrier may not benefit us. Aborting.</span>")
return FALSE
return ..()
/obj/machinery/dominator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>This advanced piece of technology may be of use for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/computer/bsa_control/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>This advanced piece of technology may be of use for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/bsa/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>This advanced piece of technology may be of use for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/dna_vault/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>This advanced piece of technology may be of use for our masters in the future. Aborting.</span>")
return FALSE
/obj/structure/filler/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>This advanced piece of technology may be of use for our masters in the future. Aborting.</span>")
return FALSE
/obj/machinery/computer/sat_control/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Destroying this object will lower the station shielding against space debris. Aborting.</span>")
return FALSE
/obj/machinery/satellite/meteor_shield/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Destroying this object will lower the station shielding against space debris. Aborting.</span>")
return FALSE
////END CTRL CLICK FOR SWARMERS////
/mob/living/simple_animal/hostile/swarmer/proc/Fabricate(atom/fabrication_object,fabrication_cost = 0)
@@ -429,6 +480,14 @@
return new fabrication_object(loc)
/mob/living/simple_animal/hostile/swarmer/proc/Integrate(atom/movable/target)
if(isobj(target))
var/obj/O = target
if(O.resistance_flags & INDESTRUCTIBLE)
return FALSE
for(var/mob/living/L in GetAllContents())
if(!ispAI(L) && !isbrain(L))
to_chat(src, "<span class='warning'>An organism has been detected inside this object. Aborting.</span>")
return FALSE
var/resource_gain = target.IntegrateAmount()
if(resources + resource_gain > max_resources)
to_chat(src, "<span class='warning'>We cannot hold more materials!</span>")
@@ -1,10 +1,10 @@
/datum/round_event_control/spawn_swarmer
name = "Spawn Swarmer Shell"
typepath = /datum/round_event/spawn_swarmer
weight = 0
max_occurrences = 0
weight = 7
max_occurrences = 1 //Only once okay fam
earliest_start = 30 MINUTES
min_players = 15
min_players = 35
gamemode_blacklist = list("dynamic")
@@ -43,7 +43,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
else
owner_AI = owner
/datum/action/innate/ai/IsAvailable()
/datum/action/innate/ai/IsAvailable(silent = FALSE)
. = ..()
if(owner_AI && owner_AI.malf_cooldown > world.time)
return FALSE
@@ -31,12 +31,12 @@
/obj/item/soulstone/pickup(mob/living/user)
..()
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you pick up the soulstone. It would be wise to be rid of this quickly.</span>")
/obj/item/soulstone/examine(mob/user)
. = ..()
if(usability || iscultist(user) || iswizard(user) || isobserver(user))
if(usability || iscultist(user, TRUE) || iswizard(user) || isobserver(user))
if (old_shard)
. += "<span class='cult'>A soulstone, used to capture a soul, either from dead humans or from freed shades.</span>"
else
@@ -53,7 +53,7 @@
//////////////////////////////Capturing////////////////////////////////////////////////////////
/obj/item/soulstone/attack(mob/living/carbon/human/M, mob/living/user)
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
user.Unconscious(100)
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
@@ -74,7 +74,7 @@
/obj/item/soulstone/attack_self(mob/living/user)
if(!in_range(src, user))
return
if(!iscultist(user) && !iswizard(user) && !usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !usability)
user.Unconscious(100)
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
@@ -103,7 +103,7 @@
/obj/structure/constructshell/examine(mob/user)
. = ..()
if(iscultist(user) || iswizard(user) || user.stat == DEAD)
if(iscultist(user, TRUE) || iswizard(user) || user.stat == DEAD)
. += "<span class='cult'>A construct shell, used to house bound souls from a soulstone.</span>"
. += "<span class='cult'>Placing a soulstone with a soul into this shell allows you to produce your choice of the following:</span>"
. += "<span class='cult'>An <b>Artificer</b>, which can produce <b>more shells and soulstones</b>, as well as fortifications.</span>"
@@ -113,7 +113,7 @@
/obj/structure/constructshell/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/soulstone))
var/obj/item/soulstone/SS = O
if(!iscultist(user) && !iswizard(user) && !SS.usability)
if(!iscultist(user, TRUE) && !iswizard(user) && !SS.usability)
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you attempt to place the soulstone into the shell. It would be wise to be rid of this quickly.</span>")
user.Dizzy(30)
return
@@ -145,7 +145,7 @@
if("VICTIM")
var/mob/living/carbon/human/T = target
var/datum/antagonist/cult/C = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team.is_sacrifice_target(T.mind))
if(C && C.cult_team?.is_sacrifice_target(T.mind))
if(iscultist(user))
to_chat(user, "<span class='cult'><b>\"This soul is mine.</b></span> <span class='cultlarge'>SACRIFICE THEM!\"</span>")
else
@@ -84,7 +84,6 @@
/obj/machinery/atmospherics/components/proc/nullifyPipenet(datum/pipeline/reference)
if(!reference)
CRASH("nullifyPipenet(null) called by [type] on [COORD(src)]")
return
var/i = parents.Find(reference)
reference.other_airs -= airs[i]
reference.other_atmosmch -= src
@@ -168,4 +167,4 @@
/obj/machinery/atmospherics/components/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(airs, user, src)
atmosanalyzer_scan(airs, user, src)
@@ -131,7 +131,6 @@
var/datum/pipeline/P = returnPipenet(A)
if(!P)
CRASH("null.addMember() called by [type] on [COORD(src)]")
return
P.addMember(A, src)
@@ -208,7 +207,7 @@
/datum/pipeline/proc/return_air()
. = other_airs + air
if(null in .)
stack_trace("[src] has one or more null gas mixtures, which may cause bugs. Null mixtures will not be considered in reconcile_air().")
stack_trace("[src]([REF(src)]) has one or more null gas mixtures, which may cause bugs. Null mixtures will not be considered in reconcile_air().")
return removeNullsFromList(.)
/datum/pipeline/proc/reconcile_air()
@@ -488,7 +488,6 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(A)) //If theres no supplypod bay mapped into centcom, throw an error
to_chat(holder.mob, "No /area/centcom/supplypod/loading/one (or /two or /three or /four) in the world! You can make one yourself (then refresh) for now, but yell at a mapper to fix this, today!")
CRASH("No /area/centcom/supplypod/loading/one (or /two or /three or /four) has been mapped into the centcom z-level!")
return
orderedArea = list()
if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
+2 -3
View File
@@ -74,10 +74,9 @@
/datum/supply_pack/science/circuitry
name = "Circuitry Starter Pack Crate"
desc = "Journey into the mysterious world of Circuitry with this starter pack. Contains a circuit printer, analyzer, debugger and wirer. Power cells not included."
desc = "Journey into the mysterious world of Circuitry with this starter pack. Contains a circuit printer, debugger and wirer. Power cells not included."
cost = 1000
contains = list(/obj/item/integrated_electronics/analyzer,
/obj/item/integrated_circuit_printer,
contains = list(/obj/item/integrated_circuit_printer,
/obj/item/integrated_electronics/debugger,
/obj/item/integrated_electronics/wirer)
crate_name = "circuitry starter pack crate"
+43 -19
View File
@@ -150,7 +150,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
"ipc_antenna" = "None",
"flavor_text" = "",
"meat_type" = "Mammalian",
"body_model" = MALE
"body_model" = MALE,
"body_size" = RESIZE_DEFAULT_SIZE
)
var/list/custom_names = list()
@@ -294,7 +295,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<a href='?_src_=prefs;preference=name;task=input'>[real_name]</a><BR>"
dat += "<a href='?_src_=prefs;preference=nameless'>Be nameless: [nameless ? "Yes" : "No"]</a><BR>"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender;task=input'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
dat += "<b>Age:</b> <a style='display:block;width:30px' href='?_src_=prefs;preference=age;task=input'>[age]</a><BR>"
dat += "<b>Special Names:</b><BR>"
@@ -345,7 +346,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
else
dat += "[TextPreview(features["flavor_text"])]...<BR>"
dat += "<h2>Body</h2>"
dat += "<b>Gender:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
dat += "<b>Gender:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=gender;task=input'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
if(gender != NEUTER && pref_species.sexes)
dat += "<b>Body Model:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=body_model'>[features["body_model"] == MALE ? "Masculine" : "Feminine"]</a><BR>"
dat += "<b>Species:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=species;task=input'>[pref_species.name]</a><BR>"
@@ -379,6 +380,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<span style='border: 1px solid #161616; background-color: #[features["mcolor3"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=mutant_color3;task=input'>Change</a><BR>"
mutant_colors = TRUE
if (CONFIG_GET(number/body_size_min) != CONFIG_GET(number/body_size_max))
dat += "<b>Sprite Size:</b> <a href='?_src_=prefs;preference=body_size;task=input'>[features["body_size"]]%</a><br>"
if((EYECOLOR in pref_species.species_traits) && !(NOEYES in pref_species.species_traits))
if(!use_skintones && !mutant_colors)
@@ -2119,6 +2123,38 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(new_toggle_color)
hud_toggle_color = new_toggle_color
if("gender")
var/chosengender = input(user, "Select your character's gender.", "Gender Selection", gender) as null|anything in list(MALE,FEMALE,"nonbinary","object")
if(!chosengender)
return
switch(chosengender)
if("nonbinary")
chosengender = PLURAL
features["body_model"] = pick(MALE, FEMALE)
if("object")
chosengender = NEUTER
features["body_model"] = MALE
else
features["body_model"] = chosengender
gender = chosengender
facial_hair_style = random_facial_hair_style(gender)
hair_style = random_hair_style(gender)
if("body_size")
var/min = CONFIG_GET(number/body_size_min)
var/max = CONFIG_GET(number/body_size_max)
var/danger = CONFIG_GET(number/threshold_body_size_slowdown)
var/new_body_size = input(user, "Choose your desired sprite size:\n([min*100]%-[max*100]%), Warning: May make your character look distorted[danger > min ? ", and an exponential slowdown will occur for those smaller than [danger*100]%!" : "!"]", "Character Preference", features["body_size"]*100) as num|null
if (new_body_size)
new_body_size = CLAMP(new_body_size * 0.01, min, max)
var/dorfy
if(danger > new_body_size)
dorfy = alert(user, "The chosen size appears to be smaller than the threshold of [danger*100]%, which will lead to an added exponential slowdown. Are you sure about that?", "Dwarfism Alert", "Yes", "Move it to the threshold", "No")
if(!dorfy || dorfy == "Move it above the threshold")
new_body_size = danger
if(dorfy != "No")
features["body_size"] = new_body_size
else
switch(href_list["preference"])
//CITADEL PREFERENCES EDIT - I can't figure out how to modularize these, so they have to go here. :c -Pooj
@@ -2171,22 +2207,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if("publicity")
if(unlock_content)
toggles ^= MEMBER_PUBLIC
if("gender")
var/chosengender = input(user, "Select your character's gender.", "Gender Selection", gender) as null|anything in list(MALE,FEMALE,"nonbinary","object")
if(!chosengender)
return
switch(chosengender)
if("nonbinary")
chosengender = PLURAL
features["body_model"] = pick(MALE, FEMALE)
if("object")
chosengender = NEUTER
features["body_model"] = MALE
else
features["body_model"] = chosengender
gender = chosengender
facial_hair_style = random_facial_hair_style(gender)
hair_style = random_hair_style(gender)
if("body_model")
features["body_model"] = features["body_model"] == MALE ? FEMALE : MALE
@@ -2431,6 +2451,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
pref_species = new /datum/species/human
save_character()
var/old_size = character.dna.features["body_size"]
character.dna.features = features.Copy()
character.set_species(chosen_species, icon_update = FALSE, pref_load = TRUE)
character.dna.real_name = character.real_name
@@ -2452,6 +2474,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
character.give_genitals(TRUE) //character.update_genitals() is already called on genital.update_appearance()
character.dna.update_body_size(old_size)
SEND_SIGNAL(character, COMSIG_HUMAN_PREFS_COPIED_TO, src, icon_updates, roundstart_checks)
//let's be sure the character updates
@@ -395,6 +395,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["body_is_always_random"] >> be_random_body
S["gender"] >> gender
S["body_model"] >> features["body_model"]
S["body_size"] >> features["body_size"]
S["age"] >> age
S["hair_color"] >> hair_color
S["facial_hair_color"] >> facial_hair_color
@@ -568,6 +569,14 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
features["insect_markings"] = sanitize_inlist(features["insect_markings"], GLOB.insect_markings_list, "None")
features["insect_wings"] = sanitize_inlist(features["insect_wings"], GLOB.insect_wings_list)
var/static/size_min
if(!size_min)
size_min = CONFIG_GET(number/body_size_min)
var/static/size_max
if(!size_max)
size_max = CONFIG_GET(number/body_size_max)
features["body_size"] = sanitize_integer(features["body_size"], size_min, size_max, RESIZE_DEFAULT_SIZE)
var/static/list/B_sizes
if(!B_sizes)
var/list/L = CONFIG_GET(keyed_list/breasts_cups_prefs)
@@ -643,6 +652,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["body_is_always_random"] , be_random_body)
WRITE_FILE(S["gender"] , gender)
WRITE_FILE(S["body_model"] , features["body_model"])
WRITE_FILE(S["body_size"] , features["body_size"])
WRITE_FILE(S["age"] , age)
WRITE_FILE(S["hair_color"] , hair_color)
WRITE_FILE(S["facial_hair_color"] , facial_hair_color)
+1 -9
View File
@@ -219,14 +219,13 @@
if(isitem(target))
var/obj/item/I = target
I.item_state = initial(picked_item.item_state)
I.item_color = initial(picked_item.item_color)
var/obj/item/clothing/CL = target
var/obj/item/clothing/PCL = new picked_item
if(istype(CL) && istype(PCL))
CL.flags_cover = PCL.flags_cover
CL.flags_inv = PCL.flags_inv
CL.mutantrace_variation = PCL.mutantrace_variation
CL.alternate_worn_icon = PCL.alternate_worn_icon
CL.mob_overlay_icon = PCL.mob_overlay_icon
qdel(PCL)
target.icon = initial(picked_item.icon)
@@ -238,7 +237,6 @@
P.desc = initial(picked_item.desc)
P.icon_state = initial(picked_item.icon_state)
P.item_state = initial(picked_item.item_state)
P.item_color = initial(picked_item.item_color)
P.overlays_offsets = initial(picked_item.overlays_offsets)
P.set_new_overlays()
P.update_icon()
@@ -269,7 +267,6 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
desc = "It's a plain jumpsuit. It has a small dial on the wrist."
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
@@ -284,7 +281,6 @@
desc = "A tough jumpsuit woven from alloy threads. It can take on the appearance of other jumpsuits."
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
/obj/item/clothing/under/chameleon/Initialize()
. = ..()
@@ -394,7 +390,6 @@
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
resistance_flags = NONE
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
@@ -494,7 +489,6 @@
/obj/item/clothing/shoes/chameleon
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
@@ -520,7 +514,6 @@
/obj/item/clothing/shoes/chameleon/noslip
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
clothing_flags = NOSLIP
@@ -639,7 +632,6 @@
desc = "A neosilk clip-on tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "blacktie"
item_color = "blacktie"
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+1 -195
View File
@@ -47,25 +47,12 @@
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
//Polychrome stuff:
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
//No idea what this is but eh -tori
var/force_alternate_icon = FALSE
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
actions_types += /datum/action/item_action/toggle_voice_box
if(ispath(pocket_storage_component_path))
LoadComponent(pocket_storage_component_path)
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
/obj/item/clothing/MouseDrop(atom/over_object)
. = ..()
@@ -150,8 +137,6 @@
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/obj_break(damage_flag)
if(!damaged_clothes)
@@ -190,178 +175,11 @@ BLIND // can't see anything
/proc/generate_female_clothing(index,t_color,icon,type)
var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
var/icon/female_s = icon("icon"='icons/mob/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
var/icon/female_s = icon("icon"='icons/mob/clothing/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
female_clothing_icon.Blend(female_s, ICON_MULTIPLY)
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
if(src.has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/neck/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
if(!can_use(user))
return FALSE
@@ -441,15 +259,3 @@ BLIND // can't see anything
return FALSE
return TRUE
/obj/item/clothing/update_overlays() // Polychrome stuff
. = ..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary", color = primary_color) //Automagically picks overlays
. += primary_overlay //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary", color = secondary_color)
. += secondary_overlay
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary", color = tertiary_color)
. += tertiary_overlay
+4 -4
View File
@@ -132,7 +132,7 @@
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/night/syndicate
name = "combat night vision goggles"
desc = "See everything, without fear."
@@ -346,11 +346,11 @@
add_atom_colour("#[user.eye_color]", FIXED_COLOUR_PRIORITY)
colored_before = TRUE
/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands && ishuman(loc) && !colored_before)
var/mob/living/carbon/human/H = loc
var/mutable_appearance/M = mutable_appearance('icons/mob/eyes.dmi', "blindfoldwhite")
var/mutable_appearance/M = mutable_appearance('icons/mob/clothing/eyes.dmi', "blindfoldwhite")
M.appearance_flags |= RESET_COLOR
M.color = "#[H.eye_color]"
. += M
@@ -1,7 +1,7 @@
/obj/item/clothing/glasses/phantomthief
name = "suspicious paper mask"
desc = "A cheap, Syndicate-branded paper face mask. They'll never see it coming."
alternate_worn_icon = 'icons/mob/mask.dmi'
mob_overlay_icon = 'icons/mob/clothing/mask.dmi'
icon = 'icons/obj/clothing/masks.dmi'
icon_state = "s-ninja"
item_state = "s-ninja"
@@ -23,8 +23,8 @@
else
. += "<span class='notice'>[DisplayTimeText(nextadrenalinepop - world.time)] left before the adrenaline injector can be used again."
/obj/item/clothing/glasses/phantomthief/syndicate/proc/injectadrenaline(mob/user, combatmodestate)
if(istype(user) && combatmodestate && world.time >= nextadrenalinepop)
/obj/item/clothing/glasses/phantomthief/syndicate/proc/injectadrenaline(mob/living/user, was_forced = FALSE)
if(user.combat_flags & COMBAT_FLAG_COMBAT_TOGGLED && world.time >= nextadrenalinepop)
nextadrenalinepop = world.time + 5 MINUTES
user.reagents.add_reagent(/datum/reagent/syndicateadrenals, 5)
user.playsound_local(user, 'sound/misc/adrenalinject.ogg', 100, 0, pressure_affected = FALSE)
+2 -2
View File
@@ -26,8 +26,8 @@
user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
return OXYLOSS
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
+4 -39
View File
@@ -1,3 +1,6 @@
/obj/item/clothing/gloves/color
dying_key = DYE_REGISTRY_GLOVES
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
@@ -5,7 +8,6 @@
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
@@ -16,7 +18,6 @@
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
@@ -70,21 +71,14 @@
name = "black gloves"
icon_state = "black"
item_state = "blackgloves"
item_color="black"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
var/can_be_cut = TRUE
strip_mod = 1.2
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
@@ -99,15 +93,12 @@
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
@@ -121,68 +112,48 @@
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim, a diamond anti-shock coating, and an integrated thermal barrier. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
@@ -199,7 +170,6 @@
item_state = "lgloves"
siemens_coefficient = 0.3
permeability_coefficient = 0.01
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
var/carrytrait = TRAIT_QUICK_CARRY
@@ -218,7 +188,6 @@
desc = "Pricy sterile gloves that are stronger than latex. Transfers advanced paramedical knowledge to the wearer via the use of nanochips."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
carrytrait = TRAIT_QUICKER_CARRY
@@ -236,7 +205,3 @@
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="white"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
@@ -4,7 +4,6 @@
desc = "Plain black gloves without fingertips for the hard working."
icon_state = "fingerless"
item_state = "fingerless"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
@@ -177,7 +176,6 @@
desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms."
icon_state = "bracers"
item_state = "bracers"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
+2 -2
View File
@@ -48,8 +48,8 @@
/obj/item/clothing/head/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/head/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
-7
View File
@@ -5,7 +5,6 @@
name = "white beanie"
desc = "A stylish beanie. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their heads."
icon_state = "beanie" //Default white
item_color = "beanie"
/obj/item/clothing/head/beanie/black
name = "black beanie"
@@ -52,33 +51,27 @@
/obj/item/clothing/head/beanie/christmas
name = "christmas beanie"
icon_state = "beaniechristmas"
item_color = "beaniechristmas"
/obj/item/clothing/head/beanie/striped
name = "striped beanie"
icon_state = "beaniestriped"
item_color = "beaniestriped"
/obj/item/clothing/head/beanie/stripedred
name = "red striped beanie"
icon_state = "beaniestripedred"
item_color = "beaniestripedred"
/obj/item/clothing/head/beanie/stripedblue
name = "blue striped beanie"
icon_state = "beaniestripedblue"
item_color = "beaniestripedblue"
/obj/item/clothing/head/beanie/stripedgreen
name = "green striped beanie"
icon_state = "beaniestripedgreen"
item_color = "beaniestripedgreen"
/obj/item/clothing/head/beanie/durathread
name = "durathread beanie"
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
+14 -14
View File
@@ -7,7 +7,7 @@
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
var/hat_type = "yellow" //Determines used sprites: hardhat[on]_[hat_type] and hardhat[on]_[hat_type]2 (lying down sprite)
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
@@ -33,8 +33,8 @@
update_icon()
/obj/item/clothing/head/hardhat/update_icon_state()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
icon_state = "hardhat[on]_[hat_type]"
item_state = "hardhat[on]_[hat_type]"
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
@@ -45,13 +45,13 @@
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
hat_type = "orange"
dog_fashion = null
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
hat_type = "red"
dog_fashion = null
name = "firefighter helmet"
clothing_flags = STOPSPRESSUREDAMAGE
@@ -63,7 +63,7 @@
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
@@ -74,13 +74,13 @@
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
hat_type = "dblue"
dog_fashion = null
/obj/item/clothing/head/hardhat/atmos
icon_state = "hardhat0_atmos"
item_state = "hardhat0_atmos"
item_color = "atmos"
hat_type = "atmos"
dog_fashion = null
name = "atmospheric technician's firefighting helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation."
@@ -124,12 +124,12 @@
playsound(src, 'sound/mecha/mechmove03.ogg', 50, TRUE) //Visors don't just come from nothing
update_icon()
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, style_flags = NONE)
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
. += mutable_appearance('icons/mob/clothing/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
. += mutable_appearance('icons/mob/clothing/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_overlays()
. = ..()
@@ -139,14 +139,14 @@
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
hat_type = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
hat_type = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
@@ -156,4 +156,4 @@
/obj/item/clothing/head/hardhat/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
hat_type = "dblue"
-1
View File
@@ -364,7 +364,6 @@
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT
-2
View File
@@ -372,14 +372,12 @@
name = "Telegram cap"
desc = "A bright red cap warn by hotel staff. Or people who want to be a singing telegram"
icon_state = "telegram"
item_color = "telegram"
dog_fashion = /datum/dog_fashion/head/telegram
/obj/item/clothing/head/colour
name = "Singer cap"
desc = "A light white hat that has bands of color. Just makes you want to sing and dance!"
icon_state = "colour"
item_color = "colour"
dog_fashion = /datum/dog_fashion/head/colour
/obj/item/clothing/head/christmashat
+2 -5
View File
@@ -42,7 +42,6 @@
desc = "You put the cake on your head. Brilliant."
icon_state = "hardhat0_cakehat"
item_state = "hardhat0_cakehat"
item_color = "cakehat"
hitsound = 'sound/weapons/tap.ogg'
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -114,7 +113,6 @@
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on
@@ -151,7 +149,6 @@
desc = "Some fake antlers and a very fake red nose."
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on
@@ -207,8 +204,8 @@
icon = S.icon
icon_state = S.icon_state
/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
if(!S)
+17 -17
View File
@@ -3,14 +3,14 @@
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
var/soft_type = "cargo"
dog_fashion = /datum/dog_fashion/head/cargo_tech
var/flipped = 0
/obj/item/clothing/head/soft/dropped(mob/user)
icon_state = "[item_color]soft"
icon_state = "[soft_type]soft"
flipped = FALSE
return ..()
@@ -33,10 +33,10 @@
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
icon_state = "[soft_type]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
icon_state = "[soft_type]soft"
to_chat(user, "<span class='notice'>You flip the hat back in normal position.</span>")
usr.update_inv_head() //so our mob-overlays update
@@ -48,77 +48,77 @@
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
soft_type = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
soft_type = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
soft_type = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
soft_type = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
soft_type = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
soft_type = "orange"
dog_fashion = null
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
soft_type = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
soft_type = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
soft_type = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
soft_type = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
soft_type = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
@@ -127,14 +127,14 @@
name = "EMT cap"
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
icon_state = "emtsoft"
item_color = "emt"
soft_type = "emt"
dog_fashion = null
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
soft_type = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
+2 -2
View File
@@ -28,8 +28,8 @@
/obj/item/clothing/mask/proc/handle_speech()
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
if(body_parts_covered & HEAD)
if(damaged_clothes)
+1
View File
@@ -68,6 +68,7 @@
clothing_flags = ALLOWINTERNALS
icon_state = "clown"
item_state = "clown_hat"
dye_color = "clown"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
@@ -132,7 +132,6 @@
/obj/item/clothing/mask/cowmask
name = "Cow mask with a builtin voice modulator."
desc = "A rubber cow mask,"
icon = 'icons/mob/mask.dmi'
icon_state = "cowmask"
item_state = "cowmask"
clothing_flags = VOICEBOX_TOGGLABLE
+24 -65
View File
@@ -6,8 +6,8 @@
strip_delay = 40
equip_delay_other = 40
/obj/item/clothing/neck/worn_overlays(isinhands = FALSE, icon_flag, style_flags = NONE)
. = list()
/obj/item/clothing/neck/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
if(body_parts_covered & HEAD)
if(damaged_clothes)
@@ -21,35 +21,29 @@
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bluetie"
item_state = "" //no inhands
item_color = "bluetie"
w_class = WEIGHT_CLASS_SMALL
/obj/item/clothing/neck/tie/blue
name = "blue tie"
icon_state = "bluetie"
item_color = "bluetie"
/obj/item/clothing/neck/tie/red
name = "red tie"
icon_state = "redtie"
item_color = "redtie"
/obj/item/clothing/neck/tie/black
name = "black tie"
icon_state = "blacktie"
item_color = "blacktie"
/obj/item/clothing/neck/tie/horrible
name = "horrible tie"
desc = "A neosilk clip-on tie. This one is disgusting."
icon_state = "horribletie"
item_color = "horribletie"
/obj/item/clothing/neck/stethoscope
name = "stethoscope"
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
icon_state = "stethoscope"
item_color = "stethoscope"
/obj/item/clothing/neck/stethoscope/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] wont hear much!</span>")
@@ -94,7 +88,6 @@
name = "white scarf"
icon_state = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
item_color = "scarf"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/neck/scarf/black
@@ -148,12 +141,10 @@
/obj/item/clothing/neck/scarf/zebra
name = "zebra scarf"
icon_state = "zebrascarf"
item_color = "zebrascarf"
/obj/item/clothing/neck/scarf/christmas
name = "christmas scarf"
icon_state = "christmasscarf"
item_color = "christmasscarf"
//The three following scarves don't have the scarf subtype
//This is because Ian can equip anything from that subtype
@@ -161,17 +152,14 @@
/obj/item/clothing/neck/stripedredscarf
name = "striped red scarf"
icon_state = "stripedredscarf"
item_color = "stripedredscarf"
/obj/item/clothing/neck/stripedgreenscarf
name = "striped green scarf"
icon_state = "stripedgreenscarf"
item_color = "stripedgreenscarf"
/obj/item/clothing/neck/stripedbluescarf
name = "striped blue scarf"
icon_state = "stripedbluescarf"
item_color = "stripedbluescarf"
///////////
//COLLARS//
@@ -181,57 +169,44 @@
name = "pet collar"
desc = "It's for pets. Though you probably could wear it yourself, you'd doubtless be the subject of ridicule. It seems to be made out of a polychromic material."
icon_state = "petcollar"
item_color = "petcollar"
alternate_worn_icon = 'icons/mob/neck.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var.
hasprimary = TRUE
primary_color = "#00BBBB"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar
var/poly_states = 1
var/poly_colors = list("#00BBBB")
var/tagname = null
var/treat_path = /obj/item/reagent_containers/food/snacks/cookie
/obj/item/clothing/neck/petcollar/Initialize()
. = ..()
if(treat_path)
new treat_path(src)
/obj/item/clothing/neck/petcollar/ComponentInitialize()
. = ..()
if(!poly_states)
return
AddElement(/datum/element/polychromic, poly_colors, poly_states)
/obj/item/clothing/neck/petcollar/attack_self(mob/user)
tagname = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", "Spot", MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
/obj/item/clothing/neck/petcollar/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/neck/petcollar/leather
name = "leather pet collar"
icon_state = "leathercollar"
item_color = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#222222"
secondary_color = "#888888"
poly_states = 2
poly_colors = list("#222222", "#888888")
/obj/item/clothing/neck/petcollar/choker
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
name = "choker"
icon_state = "choker"
item_color = "choker"
hasprimary = TRUE
primary_color = "#222222"
poly_colors = list("#222222")
/obj/item/clothing/neck/petcollar/locked
name = "locked collar"
desc = "A collar that has a small lock on it to keep it from being removed."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar/locked
treat_path = /obj/item/key/collar
var/lock = FALSE
/obj/item/clothing/neck/petcollar/locked/attackby(obj/item/K, mob/user, params)
@@ -253,34 +228,19 @@
/obj/item/clothing/neck/petcollar/locked/leather
name = "leather pet collar"
icon_state = "leathercollar"
item_color = "leathercollar"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#222222"
secondary_color = "#888888"
poly_states = 2
poly_colors = list("#222222", "#888888")
/obj/item/clothing/neck/petcollar/locked/choker
name = "choker"
desc = "Quite fashionable... if you're somebody who's just read their first BDSM-themed erotica novel."
icon_state = "choker"
item_color = "choker"
hasprimary = TRUE
primary_color = "#222222"
poly_colors = list("#222222")
/obj/item/key/collar
name = "Collar Key"
desc = "A key for a tiny lock on a collar or bag."
/obj/item/clothing/neck/petcollar/Initialize()
. = ..()
new /obj/item/reagent_containers/food/snacks/cookie(src)
/obj/item/clothing/neck/petcollar/locked/Initialize()
. = ..()
new /obj/item/key/collar(src)
//////////////
//DOPE BLING//
//////////////
@@ -290,7 +250,6 @@
desc = "Damn, it feels good to be a gangster."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
item_color = "bling"
//////////////////////////////////
//VERY SUPER BADASS NECKERCHIEFS//
@@ -304,7 +263,7 @@ obj/item/clothing/neck/neckerchief
/obj/item/clothing/neck/neckerchief/worn_overlays(isinhands)
. = ..()
if(!isinhands)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/mask.dmi', icon_state)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/clothing/mask.dmi', icon_state)
realOverlay.pixel_y = -3
. += realOverlay
+3 -3
View File
@@ -49,8 +49,8 @@
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
var/bloody = FALSE
if(blood_DNA)
@@ -61,7 +61,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/feet_digi.dmi' : 'icons/effects/blood.dmi'
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/clothing/feet_digi.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
+2 -34
View File
@@ -1,9 +1,9 @@
/obj/item/clothing/shoes/sneakers
dying_key = DYE_REGISTRY_SNEAKERS
/obj/item/clothing/shoes/sneakers/black
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
@@ -11,80 +11,49 @@
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/sneakers/black/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/sneakers/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/sneakers/brown/captain
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/hop
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/ce
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/rd
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/cmo
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/brown/qm
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/sneakers/blue
name = "blue shoes"
icon_state = "blue"
item_color = "blue"
/obj/item/clothing/shoes/sneakers/green
name = "green shoes"
icon_state = "green"
item_color = "green"
/obj/item/clothing/shoes/sneakers/yellow
name = "yellow shoes"
icon_state = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/sneakers/purple
name = "purple shoes"
icon_state = "purple"
item_color = "purple"
/obj/item/clothing/shoes/sneakers/brown
name = "brown shoes"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/sneakers/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
item_color = "red"
/obj/item/clothing/shoes/sneakers/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
item_color = "white"
/obj/item/clothing/shoes/sneakers/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
item_color = "rainbow"
/obj/item/clothing/shoes/sneakers/orange
name = "orange shoes"
icon_state = "orange"
item_color = "orange"
/obj/item/clothing/shoes/sneakers/orange/attack_self(mob/user)
if (src.chained)
@@ -120,5 +89,4 @@
to_chat(c, "<span class='warning'>You need help taking these off!</span>")
return
return ..()
+96 -4
View File
@@ -4,7 +4,6 @@
/obj/item/clothing/shoes/sneakers/mime
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
@@ -124,7 +123,6 @@
icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
item_color = "hosred"
strip_delay = 50
equip_delay_other = 50
resistance_flags = NONE
@@ -181,7 +179,6 @@
name = "\improper Nar'Sien invoker boots"
desc = "A pair of boots worn by the followers of Nar'Sie."
icon_state = "cult"
item_color = "cult"
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
@@ -227,7 +224,6 @@
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
item_color = "hosred"
resistance_flags = FIRE_PROOF
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
actions_types = list(/datum/action/item_action/bhop)
@@ -381,3 +377,99 @@
name = "black cowboy boots"
desc = "A pair of black cowboy boots, pretty easy to scuff up."
icon_state = "cowboyboots_black"
/obj/item/clothing/shoes/wallwalkers
name = "wall walking boots"
desc = "Contrary to popular belief, these do not allow you to walk on walls. Through bluespace magic stolen from an organisation that hoards technology, they simply allow you to slip through the atoms that make up anything, but only while walking, for safety reasons. As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through. Make sure not to overuse them."
icon_state = "walkboots"
var/walkcool = 0
var/wallcharges = 4
var/newlocobject = null
/obj/item/clothing/shoes/wallwalkers/equipped(mob/user,slot)
. = ..()
if(slot == SLOT_SHOES)
RegisterSignal(user, COMSIG_MOB_CLIENT_MOVE,.proc/intercept_user_move)
/obj/item/clothing/shoes/wallwalkers/dropped(mob/user)
. = ..()
UnregisterSignal(user, COMSIG_MOB_CLIENT_MOVE)
/obj/item/clothing/shoes/wallwalkers/attackby(obj/item/W, mob/user, params)
. = ..()
if(!istype(W, /obj/item/bluespacerecharge))
return
var/obj/item/bluespacerecharge/ER = W
if(ER.uses)
wallcharges += ER.uses
to_chat(user, "<span class='notice'>You charged the bluespace crystal in the [src]. It now has [wallcharges] charges left.</span>")
ER.uses = 0
ER.icon_state = "[initial(ER.icon_state)]0"
else
to_chat(user, "<span class='warning'>[ER] has no crystal on it.</span>")
/obj/item/clothing/shoes/wallwalkers/examine(mob/user)
. = ..()
. += "<span class='warning'>It has [wallcharges] charges left.</span>"
/obj/item/clothing/shoes/wallwalkers/proc/intercept_user_move(mob/living/m, client/client, dir, newloc, oldloc)
if (walkcool >= world.time || m.m_intent != MOVE_INTENT_WALK || wallcharges <= 0)
return
walkcool = world.time + m.movement_delay()
var/issolid = FALSE
var/turf/K = newloc
if (istype(K))
if (K.density)
issolid = TRUE
if (!issolid)
for (var/atom/T in newloc) //stuff on the new turf
if (!T.CanPass(m,newloc) && T != m)
issolid = TRUE
newlocobject = T
break
if (!issolid)
for (var/atom/T in oldloc) //directional shit on the old turf
if (!T.CanPass(m,newloc) && T != m && T != newlocobject)
issolid = TRUE
break
newlocobject = null //stopping structures from using two charges because of how shitty the canpass code is
m.forceMove(newloc)
if (!issolid)
return
m.adjustOxyLoss(rand(5,13))
if (prob(15))
m.adjustBruteLoss(rand(4,7))
to_chat(m,"<span class='warning'>You feel as if travelling through the solid object left something behind and it hurts!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, oldloc)
s.start()
flash_lighting_fx(3, 3, LIGHT_COLOR_ORANGE)
wallcharges--
/obj/item/bluespacerecharge
name = "bluespace crystal recharging device"
desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for replacing the crystals in bluespace devices."
icon = 'icons/obj/module.dmi'
icon_state = "bluespace_charge"
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_TINY
var/uses = 6
/obj/item/bluespacerecharge/examine(mob/user)
. = ..()
if(uses)
. += "<span class='notice'>It can add up to [uses] charges to compatible devices.</span>"
else
. += "<span class='warning'>The crystal is gone.</span>"
/obj/item/bluespacerecharge/attackby(obj/item/I, mob/user, params)
..()
if(!istype(I, /obj/item/stack/ore/bluespace_crystal) || uses)
return
var/obj/item/stack/ore/bluespace_crystal/B = I
if (B.amount < 10)
return
uses += 3
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
B.use(10)
icon_state = initial(icon_state)
@@ -321,7 +321,7 @@
check_flags = AB_CHECK_CONSCIOUS //|AB_CHECK_INSIDE
var/obj/item/clothing/suit/space/chronos/chronosuit = null
/datum/action/innate/chrono_teleport/IsAvailable()
/datum/action/innate/chrono_teleport/IsAvailable(silent = FALSE)
return (chronosuit && chronosuit.activated && chronosuit.camera && !chronosuit.teleporting)
/datum/action/innate/chrono_teleport/Activate()
+40 -41
View File
@@ -10,7 +10,7 @@
var/brightness_on = 4 //luminosity when on
var/on = FALSE
var/obj/item/clothing/suit/space/hardsuit/suit
item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite)
var/hardsuit_type = "engineering" //Determines used sprites: hardsuit[on]-[type]
actions_types = list(/datum/action/item_action/toggle_helmet_light)
var/rad_count = 0
@@ -30,16 +30,14 @@
/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
on = !on
icon_state = "[basestate][on]-[item_color]"
user.update_inv_head() //so our mob-overlays update
update_icon() //the mob overlay update is already done by the update_icon_updates_onmob element.
if(on)
set_light(brightness_on)
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/update_icon_state()
icon_state = "[basestate][on]-[hardsuit_type]"
/obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user)
..()
@@ -103,6 +101,7 @@
actions_types = list(/datum/action/item_action/toggle_helmet)
var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
var/obj/item/tank/jetpack/suit/jetpack = null
var/hardsuit_type
/obj/item/clothing/suit/space/hardsuit/Initialize()
@@ -169,7 +168,7 @@
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
item_color = "engineering"
hardsuit_type = "engineering"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/engine
@@ -188,7 +187,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
icon_state = "hardsuit0-atmospherics"
item_state = "atmo_helm"
item_color = "atmospherics"
hardsuit_type = "atmospherics"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -209,7 +208,7 @@
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
hardsuit_type = "white"
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -231,7 +230,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights."
icon_state = "hardsuit0-mining"
item_state = "mining_helm"
item_color = "mining"
hardsuit_type = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
@@ -267,7 +266,7 @@
alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
on = FALSE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
@@ -276,7 +275,7 @@
visor_flags = STOPSPRESSUREDAMAGE
/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon_state()
icon_state = "hardsuit[on]-[item_color]"
icon_state = "hardsuit[on]-[hardsuit_type]"
/obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize()
. = ..()
@@ -332,7 +331,7 @@
linkedsuit.clothing_flags &= ~STOPSPRESSUREDAMAGE
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
linkedsuit.icon_state = "hardsuit[on]-[item_color]"
linkedsuit.icon_state = "hardsuit[on]-[hardsuit_type]"
linkedsuit.update_icon()
user.update_inv_wear_suit()
user.update_inv_w_uniform()
@@ -344,7 +343,7 @@
alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
hardsuit_type = "syndi"
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
@@ -358,7 +357,7 @@
desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
hardsuit_type = "syndielite"
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -375,7 +374,7 @@
desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
hardsuit_type = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -394,7 +393,7 @@
alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_helmet"
item_color = "owl"
hardsuit_type = "owl"
visor_flags_inv = 0
visor_flags = 0
on = FALSE
@@ -405,7 +404,7 @@
alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_suit"
item_color = "owl"
hardsuit_type = "owl"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
mutantrace_variation = STYLE_DIGITIGRADE
@@ -416,7 +415,7 @@
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
hardsuit_type = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
@@ -451,7 +450,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light."
icon_state = "hardsuit0-medical"
item_state = "medical_helm"
item_color = "medical"
hardsuit_type = "medical"
flash_protect = 0
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
@@ -484,7 +483,7 @@
name = "prototype hardsuit helmet"
desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor."
icon_state = "hardsuit0-rd"
item_color = "rd"
hardsuit_type = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
@@ -526,7 +525,7 @@
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
hardsuit_type = "sec"
armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
/obj/item/clothing/suit/space/hardsuit/security
@@ -547,7 +546,7 @@
name = "head of security's hardsuit helmet"
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
item_color = "hos"
hardsuit_type = "hos"
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
/obj/item/clothing/suit/space/hardsuit/security/hos
@@ -596,7 +595,7 @@
icon_state = "hardsuit0-clown"
item_state = "hardsuit0-clown"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
item_color = "clown"
hardsuit_type = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
name = "cosmohonk hardsuit"
@@ -622,7 +621,7 @@
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
hardsuit_type = "ancient"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ancient
@@ -658,7 +657,7 @@
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
item_color = "ancient"
hardsuit_type = "ancient"
brightness_on = 16
flash_protect = 5 //We will not be flash by bombs
tint = 1
@@ -720,7 +719,7 @@
name = "soviet hardhelmet"
desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists."
item_state = "rig0-soviet"
item_color = "soviet"
hardsuit_type = "soviet"
icon_state = "rig0-soviet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75)
mutantrace_variation = NONE
@@ -801,7 +800,7 @@
var/mob/living/carbon/human/C = loc
C.update_inv_wear_suit()
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, style_flags = NONE)
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
var/file2use = style_flags & STYLE_ALL_TAURIC ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/effects.dmi'
@@ -817,7 +816,7 @@
desc = "Standard issue hardsuit for playing capture the flag."
icon_state = "ert_medical"
item_state = "ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
slowdown = 0
@@ -831,7 +830,7 @@
name = "red shielded hardsuit"
icon_state = "ert_security"
item_state = "ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
shield_state = "shield-red"
shield_on = "shield-red"
@@ -848,20 +847,20 @@
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue
name = "shielded hardsuit helmet"
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
hardsuit_type = "ert_commander"
//////Syndicate Version
@@ -870,7 +869,7 @@
desc = "An advanced hardsuit with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
@@ -886,7 +885,7 @@
desc = "An advanced hardsuit helmet with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
///SWAT version
@@ -895,7 +894,7 @@
desc = "An advanced hardsuit favored by commandos for use in special operations."
icon_state = "deathsquad"
item_state = "swat_suit"
item_color = "syndi"
hardsuit_type = "syndi"
max_charges = 4
current_charges = 4
recharge_delay = 15
@@ -910,7 +909,7 @@
desc = "A tactical helmet with built in energy shielding."
icon_state = "deathsquad"
item_state = "deathsquad"
item_color = "syndi"
hardsuit_type = "syndi"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -925,7 +924,7 @@
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
icon_state = "knight_cydonia"
item_state = "knight_yellow"
item_color = null
hardsuit_type = null
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
heat_protection = HEAD
@@ -958,7 +957,7 @@
. = ..()
. += mutable_appearance(icon, "knight_cydonia_overlay", color = energy_color)
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
@@ -989,7 +988,7 @@
. = ..()
. += mutable_appearance(icon, "knight_cydonia_overlay", color = energy_color)
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
@@ -174,7 +174,7 @@ Contains:
desc = "Standard issue command helmet for the ERT."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
hardsuit_type = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
brightness_on = 7
@@ -201,7 +201,7 @@ Contains:
desc = "Standard issue security helmet for the ERT."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
hardsuit_type = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
desc = "Standard issue security suit for the ERT."
@@ -214,7 +214,7 @@ Contains:
desc = "Standard issue engineer helmet for the ERT."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
item_color = "ert_engineer"
hardsuit_type = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
desc = "Standard issue engineer suit for the ERT."
@@ -227,7 +227,7 @@ Contains:
desc = "Standard issue medical helmet for the ERT."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
hardsuit_type = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
desc = "Standard issue medical suit for the ERT."
@@ -243,7 +243,7 @@ Contains:
desc = "Red alert command helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_commander-alert"
item_state = "hardsuit0-ert_commander-alert"
item_color = "ert_commander-alert"
hardsuit_type = "ert_commander-alert"
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
brightness_on = 8
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -263,7 +263,7 @@ Contains:
desc = "Red alert security helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_security-alert"
item_state = "hardsuit0-ert_security-alert"
item_color = "ert_security-alert"
hardsuit_type = "ert_security-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/sec
desc = "Red alert security suit for the ERT. This one is more armored than its standard version."
@@ -276,7 +276,7 @@ Contains:
desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_engineer-alert"
item_state = "hardsuit0-ert_engineer-alert"
item_color = "ert_engineer-alert"
hardsuit_type = "ert_engineer-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/engi
desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version."
@@ -289,7 +289,7 @@ Contains:
desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_medical-alert"
item_state = "hardsuit0-ert_medical-alert"
item_color = "ert_medical-alert"
hardsuit_type = "ert_medical-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/med
desc = "Red alert medical suit for the ERT. This one is more armored than its standard version."
@@ -320,7 +320,6 @@ Contains:
icon_state = "cespace_helmet"
item_state = "nothing"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
item_color = "engineering"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
actions_types = list()
@@ -391,7 +390,7 @@ Contains:
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
item_color = "knight_grey"
hardsuit_type = "knight_grey"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF
@@ -67,7 +67,7 @@
var/datum/action/A=X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/plasmaman/worn_overlays(isinhands, icon_file, style_flags = NONE)
/obj/item/clothing/head/helmet/space/plasmaman/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands && on)
. += mutable_appearance(icon_file, light_overlay)
+1 -1
View File
@@ -12,7 +12,7 @@
var/suittoggled = FALSE
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
+11
View File
@@ -91,3 +91,14 @@
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF | GOLIATH_RESISTANCE
/obj/item/clothing/neck/cloak/polychromic
name = "polychromic cloak"
desc = "For when you want to show off your horrible colour coordination skills."
icon_state = "polyce"
item_state = "qmcloak"
var/list/poly_colors = list("#FFFFFF", "#FFFFFF", "#808080")
/obj/item/clothing/neck/cloak/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 3)
+4 -65
View File
@@ -973,73 +973,12 @@
name = "polychromic winter coat"
icon_state = "coatpoly"
item_state = "coatpoly"
item_color = "coatpoly"
hoodtype = /obj/item/clothing/head/hooded/winterhood/polychromic
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#6A6964"
secondary_color = "#C4B8A6"
tertiary_color = "#0000FF"
/obj/item/clothing/suit/hooded/wintercoat/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#6A6964", "#C4B8A6", "#0000FF"), 3)
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_color = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/head/hooded/winterhood/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
. = ..()
if(suit.hasprimary | suit.hassecondary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(suit.hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary") //automagical sprite selection
primary_worn.color = suit.primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(suit.hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[item_color]-secondary")
secondary_worn.color = suit.secondary_color
. += secondary_worn
/obj/item/clothing/suit/hooded/wintercoat/polychromic/worn_overlays(isinhands, icon_file, style_flags = NONE) //this is where the main magic happens.
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary[suittoggled ? "_t" : ""]") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[item_color]-secondary[suittoggled ? "_t" : ""]")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[item_color]-tertiary[suittoggled ? "_t" : ""]")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/suit/hooded/wintercoat/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
+14 -10
View File
@@ -6,7 +6,7 @@
var/hoodtype = /obj/item/clothing/head/hooded/winterhood //so the chaplain hoodie or other hoodies can override this
/obj/item/clothing/suit/hooded/New()
MakeHood()
hood = MakeHelmet()
..()
/obj/item/clothing/suit/hooded/Destroy()
@@ -14,11 +14,15 @@
qdel(hood)
hood = null
/obj/item/clothing/suit/hooded/proc/MakeHood()
/obj/item/clothing/suit/proc/MakeHelmet(obj/item/clothing/head/H)
SEND_SIGNAL(src, COMSIG_SUIT_MADE_HELMET, H)
return H
/obj/item/clothing/suit/hooded/MakeHelmet(obj/item/clothing/head/hooded/H)
if(!hood)
var/obj/item/clothing/head/hooded/W = new hoodtype(src)
W.suit = src
hood = W
H = new hoodtype(src)
H.suit = src
return ..()
/obj/item/clothing/suit/hooded/ui_action_click()
ToggleHood()
@@ -125,7 +129,7 @@
//Hardsuit toggle code
/obj/item/clothing/suit/space/hardsuit/Initialize()
MakeHelmet()
helmet = MakeHelmet()
. = ..()
/obj/item/clothing/suit/space/hardsuit/Destroy()
@@ -140,13 +144,13 @@
suit.helmet = null
return ..()
/obj/item/clothing/suit/space/hardsuit/proc/MakeHelmet()
/obj/item/clothing/suit/space/hardsuit/MakeHelmet(obj/item/clothing/head/helmet/space/hardsuit/H)
if(!helmettype)
return
if(!helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/W = new helmettype(src)
W.suit = src
helmet = W
H = new helmettype(src)
H.suit = src
return ..()
/obj/item/clothing/suit/space/hardsuit/ui_action_click()
..()
+125 -22
View File
@@ -6,6 +6,7 @@
block_priority = BLOCK_PRIORITY_UNIFORM
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
mutantrace_variation = STYLE_DIGITIGRADE
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
@@ -16,30 +17,15 @@
var/dummy_thick = FALSE // is able to hold accessories on its item
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
@@ -113,10 +99,8 @@
if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY))
return TRUE
var/accessory_color = attached_accessory.item_color
if(!accessory_color)
accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
var/accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
@@ -167,4 +151,123 @@
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
if(src.has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER
@@ -4,7 +4,6 @@
icon = 'icons/obj/clothing/accessories.dmi'
icon_state = "plasma"
item_state = "" //no inhands
item_color = "plasma" //On accessories, this controls the worn sprite. That's a bit weird.
slot_flags = 0
w_class = WEIGHT_CLASS_SMALL
var/above_suit = FALSE
@@ -85,7 +84,6 @@
desc = "For some classy, murderous fun."
icon_state = "waistcoat"
item_state = "waistcoat"
item_color = "waistcoat"
minimize_when_attached = FALSE
/obj/item/clothing/accessory/maidapron
@@ -93,7 +91,6 @@
desc = "The best part of a maid costume."
icon_state = "maidapron"
item_state = "maidapron"
item_color = "maidapron"
minimize_when_attached = FALSE
//////////
@@ -104,7 +101,6 @@
name = "bronze medal"
desc = "A bronze medal."
icon_state = "bronze"
item_color = "bronze"
custom_materials = list(/datum/material/iron=1000)
resistance_flags = FIRE_PROOF
var/medaltype = "medal" //Sprite used for medalbox
@@ -173,7 +169,6 @@
name = "ribbon"
desc = "A ribbon"
icon_state = "cargo"
item_color = "cargo"
/obj/item/clothing/accessory/medal/ribbon/cargo
name = "\"cargo tech of the shift\" award"
@@ -188,7 +183,6 @@
name = "silver medal"
desc = "A silver medal."
icon_state = "silver"
item_color = "silver"
medaltype = "medal-silver"
custom_materials = list(/datum/material/silver=1000)
@@ -204,7 +198,6 @@
name = "gold medal"
desc = "A prestigious golden medal."
icon_state = "gold"
item_color = "gold"
medaltype = "medal-gold"
custom_materials = list(/datum/material/gold=1000)
@@ -227,7 +220,6 @@
name = "plasma medal"
desc = "An eccentric medal made of plasma."
icon_state = "plasma"
item_color = "plasma"
medaltype = "medal-plasma"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) //It's made of plasma. Of course it's flammable.
custom_materials = list(/datum/material/plasma=1000)
@@ -250,7 +242,6 @@
name = "red armband"
desc = "An fancy red armband!"
icon_state = "redband"
item_color = "redband"
/obj/item/clothing/accessory/armband/deputy
name = "security deputy armband"
@@ -260,37 +251,31 @@
name = "cargo bay guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
icon_state = "cargoband"
item_color = "cargoband"
/obj/item/clothing/accessory/armband/engine
name = "engineering guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
icon_state = "engieband"
item_color = "engieband"
/obj/item/clothing/accessory/armband/science
name = "science guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
icon_state = "rndband"
item_color = "rndband"
/obj/item/clothing/accessory/armband/hydro
name = "hydroponics guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
icon_state = "hydroband"
item_color = "hydroband"
/obj/item/clothing/accessory/armband/med
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
icon_state = "medband"
item_color = "medband"
/obj/item/clothing/accessory/armband/medblue
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
icon_state = "medblueband"
item_color = "medblueband"
//////////////
//OBJECTION!//
@@ -300,7 +285,6 @@
name = "attorney's badge"
desc = "Fills you with the conviction of JUSTICE. Lawyers tend to want to show it to everyone they meet."
icon_state = "lawyerbadge"
item_color = "lawyerbadge"
/obj/item/clothing/accessory/lawyers_badge/attack_self(mob/user)
if(prob(1))
@@ -324,7 +308,6 @@
name = "pocket protector"
desc = "Can protect your clothing from ink stains, but you'll look like a nerd if you're using one."
icon_state = "pocketprotector"
item_color = "pocketprotector"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/pocketprotector
/obj/item/clothing/accessory/pocketprotector/full/Initialize()
@@ -346,14 +329,12 @@
name = "bone talisman"
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
icon_state = "talisman"
item_color = "talisman"
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
/obj/item/clothing/accessory/skullcodpiece
name = "skull codpiece"
desc = "A skull shaped ornament, intended to protect the important things in life."
icon_state = "skull"
item_color = "skull"
above_suit = TRUE
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
@@ -361,7 +342,6 @@
name = "false codpiece"
desc = "A plastic ornament, intended to protect the important things in life. It's not very good at it."
icon_state = "skull"
item_color = "skull"
above_suit = TRUE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -373,7 +353,6 @@
name = "protective padding"
desc = "A soft padding meant to cushion the wearer from melee harm."
icon_state = "padding"
item_color = "nothing"
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -20, "acid" = 45)
flags_inv = HIDEACCESSORY //hidden from indiscrete mob examines.
@@ -381,7 +360,6 @@
name = "kevlar padding"
desc = "A layered kevlar padding meant to cushion the wearer from ballistic harm."
icon_state = "padding"
item_color = "nothing"
armor = list("melee" = 10, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 25)
flags_inv = HIDEACCESSORY
@@ -389,6 +367,5 @@
name = "ablative padding"
desc = "A thin ultra-refractory composite padding meant to cushion the wearer from energy lasers harm."
icon_state = "plastics"
item_color = "nothing"
armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -40)
flags_inv = HIDEACCESSORY
+1 -34
View File
@@ -1,5 +1,6 @@
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
dying_key = DYE_REGISTRY_UNDER
/obj/item/clothing/under/color/jumpskirt
body_parts_covered = CHEST|GROIN|ARMS
@@ -38,7 +39,6 @@
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
resistance_flags = NONE
/obj/item/clothing/under/color/black/trackless
@@ -49,7 +49,6 @@
name = "black jumpskirt"
icon_state = "black_skirt"
item_state = "bl_suit"
item_color = "black_skirt"
/obj/item/clothing/under/color/black/ghost
item_flags = DROPDEL
@@ -66,14 +65,12 @@
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
/obj/item/clothing/under/color/jumpskirt/grey
name = "grey jumpskirt"
desc = "A tasteful grey jumpskirt that reminds you of the good old days."
icon_state = "grey_skirt"
item_state = "gy_suit"
item_color = "grey_skirt"
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
@@ -89,117 +86,98 @@
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
/obj/item/clothing/under/color/jumpskirt/blue
name = "blue jumpskirt"
icon_state = "blue_skirt"
item_state = "b_suit"
item_color = "blue_skirt"
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
/obj/item/clothing/under/color/jumpskirt/green
name = "green jumpskirt"
icon_state = "green_skirt"
item_state = "g_suit"
item_color = "green_skirt"
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
/obj/item/clothing/under/color/jumpskirt/orange
name = "orange jumpskirt"
icon_state = "orange_skirt"
item_state = "o_suit"
item_color = "orange_skirt"
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
icon_state = "pink"
desc = "Just looking at this makes you feel <i>fabulous</i>."
item_state = "p_suit"
item_color = "pink"
/obj/item/clothing/under/color/jumpskirt/pink
name = "pink jumpskirt"
icon_state = "pink_skirt"
item_state = "p_suit"
item_color = "pink_skirt"
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
/obj/item/clothing/under/color/jumpskirt/red
name = "red jumpskirt"
icon_state = "red_skirt"
item_state = "r_suit"
item_color = "red_skirt"
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
/obj/item/clothing/under/color/jumpskirt/white
name = "white jumpskirt"
icon_state = "white_skirt"
item_state = "w_suit"
item_color = "white_skirt"
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
/obj/item/clothing/under/color/jumpskirt/yellow
name = "yellow jumpskirt"
icon_state = "yellow_skirt"
item_state = "y_suit"
item_color = "yellow_skirt"
/obj/item/clothing/under/color/darkblue
name = "darkblue jumpsuit"
icon_state = "darkblue"
item_state = "b_suit"
item_color = "darkblue"
/obj/item/clothing/under/color/jumpskirt/darkblue
name = "darkblue jumpskirt"
icon_state = "darkblue_skirt"
item_state = "b_suit"
item_color = "darkblue_skirt"
/obj/item/clothing/under/color/teal
name = "teal jumpsuit"
icon_state = "teal"
item_state = "b_suit"
item_color = "teal"
/obj/item/clothing/under/color/jumpskirt/teal
name = "teal jumpskirt"
icon_state = "teal_skirt"
item_state = "b_suit"
item_color = "teal_skirt"
/obj/item/clothing/under/color/lightpurple
name = "purple jumpsuit"
icon_state = "lightpurple"
item_state = "p_suit"
item_color = "lightpurple"
/obj/item/clothing/under/color/lightpurple/trackless
desc = "A magically colored jumpsuit. No sensors are attached!"
@@ -209,62 +187,52 @@
name = "lightpurple jumpskirt"
icon_state = "lightpurple_skirt"
item_state = "p_suit"
item_color = "lightpurple_skirt"
/obj/item/clothing/under/color/darkgreen
name = "darkgreen jumpsuit"
icon_state = "darkgreen"
item_state = "g_suit"
item_color = "darkgreen"
/obj/item/clothing/under/color/jumpskirt/darkgreen
name = "darkgreen jumpskirt"
icon_state = "darkgreen_skirt"
item_state = "g_suit"
item_color = "darkgreen_skirt"
/obj/item/clothing/under/color/lightbrown
name = "lightbrown jumpsuit"
icon_state = "lightbrown"
item_state = "lb_suit"
item_color = "lightbrown"
/obj/item/clothing/under/color/jumpskirt/lightbrown
name = "lightbrown jumpskirt"
icon_state = "lightbrown_skirt"
item_state = "lb_suit"
item_color = "lightbrown_skirt"
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_state = "lb_suit"
item_color = "brown"
/obj/item/clothing/under/color/jumpskirt/brown
name = "brown jumpskirt"
icon_state = "brown_skirt"
item_state = "lb_suit"
item_color = "brown_skirt"
/obj/item/clothing/under/color/maroon
name = "maroon jumpsuit"
icon_state = "maroon"
item_state = "r_suit"
item_color = "maroon"
/obj/item/clothing/under/color/jumpskirt/maroon
name = "maroon jumpskirt"
icon_state = "maroon_skirt"
item_state = "r_suit"
item_color = "maroon_skirt"
/obj/item/clothing/under/color/rainbow
name = "rainbow jumpsuit"
desc = "A multi-colored jumpsuit!"
icon_state = "rainbow"
item_state = "rainbow"
item_color = "rainbow"
can_adjust = FALSE
/obj/item/clothing/under/color/jumpskirt/rainbow
@@ -272,5 +240,4 @@
desc = "A multi-colored jumpskirt!"
icon_state = "rainbow_skirt"
item_state = "rainbow"
item_color = "rainbow_skirt"
can_adjust = FALSE
+4 -33
View File
@@ -2,7 +2,6 @@
name = "\improper Roman armor"
desc = "Ancient Roman armor. Made of metallic and leather straps."
icon_state = "roman"
item_color = "roman"
item_state = "armor"
can_adjust = FALSE
strip_delay = 100
@@ -13,21 +12,18 @@
desc = "The leather club is two sectors down."
icon_state = "darkholme"
item_state = "darkholme"
item_color = "darkholme"
can_adjust = FALSE
/obj/item/clothing/under/costume/owl
name = "owl uniform"
desc = "A soft brown jumpsuit made of synthetic feathers and strong conviction."
icon_state = "owl"
item_color = "owl"
can_adjust = FALSE
/obj/item/clothing/under/costume/griffin
name = "griffon uniform"
desc = "A soft brown jumpsuit with a white feather collar made of synthetic feathers and a lust for mayhem."
icon_state = "griffin"
item_color = "griffin"
can_adjust = FALSE
/obj/item/clothing/under/costume/schoolgirl
@@ -35,7 +31,6 @@
desc = "It's just like one of my Japanese animes!"
icon_state = "schoolgirl"
item_state = "schoolgirl"
item_color = "schoolgirl"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -44,26 +39,22 @@
name = "red schoolgirl uniform"
icon_state = "schoolgirlred"
item_state = "schoolgirlred"
item_color = "schoolgirlred"
/obj/item/clothing/under/costume/schoolgirl/green
name = "green schoolgirl uniform"
icon_state = "schoolgirlgreen"
item_state = "schoolgirlgreen"
item_color = "schoolgirlgreen"
/obj/item/clothing/under/costume/schoolgirl/orange
name = "orange schoolgirl uniform"
icon_state = "schoolgirlorange"
item_state = "schoolgirlorange"
item_color = "schoolgirlorange"
/obj/item/clothing/under/costume/pirate
name = "pirate outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
item_color = "pirate"
can_adjust = FALSE
/obj/item/clothing/under/costume/soviet
@@ -71,7 +62,6 @@
desc = "For the Motherland!"
icon_state = "soviet"
item_state = "soviet"
item_color = "soviet"
can_adjust = FALSE
/obj/item/clothing/under/costume/redcoat
@@ -79,7 +69,6 @@
desc = "Looks old."
icon_state = "redcoat"
item_state = "redcoat"
item_color = "redcoat"
can_adjust = FALSE
/obj/item/clothing/under/costume/kilt
@@ -87,7 +76,6 @@
desc = "Includes shoes and plaid."
icon_state = "kilt"
item_state = "kilt"
item_color = "kilt"
body_parts_covered = CHEST|GROIN|LEGS|FEET
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -103,20 +91,18 @@
name = "polychromic kilt"
desc = "It's not a skirt!"
icon_state = "polykilt"
item_color = "polykilt"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#F08080"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
mutantrace_variation = NONE
/obj/item/clothing/under/costume/kilt/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#F08080"), 2)
/obj/item/clothing/under/costume/gladiator
name = "gladiator uniform"
desc = "Are you not entertained? Is that not why you are here?"
icon_state = "gladiator"
item_state = "gladiator"
item_color = "gladiator"
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -131,7 +117,6 @@
desc = "Maid in China."
icon_state = "maid"
item_state = "maid"
item_color = "maid"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -146,7 +131,6 @@
desc = "Just looking at this makes you want to sing."
icon_state = "ysing"
item_state = "ysing"
item_color = "ysing"
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
@@ -157,7 +141,6 @@
desc = "Just looking at this makes you want to sing."
icon_state = "bsing"
item_state = "bsing"
item_color = "bsing"
body_parts_covered = CHEST|GROIN|ARMS
alternate_worn_layer = ABOVE_SHOES_LAYER
fitted = FEMALE_UNIFORM_TOP
@@ -167,7 +150,6 @@
name = "geisha suit"
desc = "Cute space ninja senpai not included."
icon_state = "geisha"
item_color = "geisha"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
@@ -175,7 +157,6 @@
name = "villain suit"
desc = "A change of wardrobe is necessary if you ever want to catch a real superhero."
icon_state = "villain"
item_color = "villain"
can_adjust = FALSE
/obj/item/clothing/under/costume/sailor
@@ -183,7 +164,6 @@
desc = "Skipper's in the wardroom drinkin gin'."
icon_state = "sailor"
item_state = "b_suit"
item_color = "sailor"
can_adjust = FALSE
/obj/item/clothing/under/costume/russian_officer
@@ -191,14 +171,12 @@
desc = "The latest in fashionable russian outfits."
icon_state = "hostanclothes"
item_state = "hostanclothes"
item_color = "hostanclothes"
/obj/item/clothing/under/costume/mummy
name = "mummy wrapping"
desc = "Return the slab or suffer my stale references."
icon_state = "mummy"
item_state = "mummy"
item_color = "mummy"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -209,7 +187,6 @@
desc = "Perfect camouflage for hiding in botany."
icon_state = "scarecrow"
item_state = "scarecrow"
item_color = "scarecrow"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -220,7 +197,6 @@
desc = "A dress inspired by the ancient \"Victorian\" era."
icon_state = "draculass"
item_state = "draculass"
item_color = "draculass"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -230,7 +206,6 @@
desc = "A modified scientist jumpsuit to look extra cool."
icon_state = "drfreeze"
item_state = "drfreeze"
item_color = "drfreeze"
can_adjust = FALSE
/obj/item/clothing/under/costume/lobster
@@ -238,7 +213,6 @@
desc = "Who beheaded the college mascot?"
icon_state = "lobster"
item_state = "lobster"
item_color = "lobster"
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -247,7 +221,6 @@
desc = "Now you're cooking."
icon_state = "gondola"
item_state = "lb_suit"
item_color = "gondola"
can_adjust = FALSE
/obj/item/clothing/under/costume/skeleton
@@ -255,7 +228,6 @@
desc = "A black jumpsuit with a white bone pattern printed on it. Spooky!"
icon_state = "skeleton"
item_state = "skeleton"
item_color = "skeleton"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -347,5 +319,4 @@
name = "cloud"
desc = "cloud"
icon_state = "cloud"
item_color = "cloud"
can_adjust = FALSE
@@ -3,70 +3,60 @@
desc = "A joint envirosuit used by plasmamen quartermasters and cargo techs alike, due to the logistical problems of differenciating the two with the length of their pant legs."
icon_state = "cargo_envirosuit"
item_state = "cargo_envirosuit"
item_color = "cargo_envirosuit"
/obj/item/clothing/under/plasmaman/mining
name = "mining plasma envirosuit"
desc = "An air-tight khaki suit designed for operations on lavaland by plasmamen."
icon_state = "explorer_envirosuit"
item_state = "explorer_envirosuit"
item_color = "explorer_envirosuit"
/obj/item/clothing/under/plasmaman/chef
name = "chef's plasma envirosuit"
desc = "A white plasmaman envirosuit designed for cullinary practices. One might question why a member of a species that doesn't need to eat would become a chef."
icon_state = "chef_envirosuit"
item_state = "chef_envirosuit"
item_color = "chef_envirosuit"
/obj/item/clothing/under/plasmaman/enviroslacks
name = "enviroslacks"
desc = "The pet project of a particularly posh plasmaman, this custom suit was quickly appropriated by Nano-Trasen for it's detectives, lawyers, and bar-tenders alike."
icon_state = "enviroslacks"
item_state = "enviroslacks"
item_color = "enviroslacks"
/obj/item/clothing/under/plasmaman/chaplain
name = "chaplain's plasma envirosuit"
desc = "An envirosuit specially designed for only the most pious of plasmamen."
icon_state = "chap_envirosuit"
item_state = "chap_envirosuit"
item_color = "chap_envirosuit"
/obj/item/clothing/under/plasmaman/curator
name = "curator's plasma envirosuit"
desc = "Made out of a modified voidsuit, this suit was Nano-Trasen's first solution to the *logistical problems* that come with employing plasmamen. Due to the modifications, the suit is no longer space-worthy. Despite their limitations, these suits are still in used by historian and old-styled plasmamen alike."
icon_state = "prototype_envirosuit"
item_state = "prototype_envirosuit"
item_color = "prototype_envirosuit"
/obj/item/clothing/under/plasmaman/janitor
name = "janitor's plasma envirosuit"
desc = "A grey and purple envirosuit designated for plasmamen janitors."
icon_state = "janitor_envirosuit"
item_state = "janitor_envirosuit"
item_color = "janitor_envirosuit"
/obj/item/clothing/under/plasmaman/botany
name = "botany envirosuit"
desc = "A green and blue envirosuit designed to protect plasmamen from minor plant-related injuries."
icon_state = "botany_envirosuit"
item_state = "botany_envirosuit"
item_color = "botany_envirosuit"
/obj/item/clothing/under/plasmaman/hop
name = "head of personell's envirosuit"
desc = "A prestigious azure envirosuit designed for head of personell."
icon_state = "hop_envirosuit"
item_state = "hop_envirosuit"
item_color = "hop_envirosuit"
/obj/item/clothing/under/plasmaman/captain
name = "captain's envirosuit"
desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires."
icon_state = "captain_envirosuit"
item_state = "captain_envirosuit"
item_color = "captain_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -76,14 +66,12 @@
desc = "It's not very colourful."
icon_state = "mime_envirosuit"
item_state = "mime_envirosuit"
item_color = "mime_envirosuit"
/obj/item/clothing/under/plasmaman/clown
name = "clown envirosuit"
desc = "<i>'HONK!'</i>"
icon_state = "clown_envirosuit"
item_state = "clown_envirosuit"
item_color = "clown_envirosuit"
/obj/item/clothing/under/plasmaman/clown/Extinguish(mob/living/carbon/human/H)
if(!istype(H))
@@ -3,7 +3,6 @@
desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage."
icon_state = "engineer_envirosuit"
item_state = "engineer_envirosuit"
item_color = "engineer_envirosuit"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
/obj/item/clothing/under/plasmaman/engineering/ce
@@ -11,11 +10,9 @@
desc = "An advanced air-tight suit designed to be used by plasmamen chief engineers, complete with ornamental widgets and gizmo. It protects the user from fire and acid damage."
icon_state = "ce_envirosuit"
item_state = "ce_envirosuit"
item_color = "ce_envirosuit"
/obj/item/clothing/under/plasmaman/atmospherics
name = "atmospherics plasma envirosuit"
desc = "An air-tight suit designed to be used by plasmamen exployed as atmos technicians, the usual purple stripes being replaced by atmos's blue."
icon_state = "atmos_envirosuit"
item_state = "atmos_envirosuit"
item_color = "atmos_envirosuit"
@@ -3,28 +3,24 @@
desc = "A suit designed for the station's more plasma-based doctors."
icon_state = "doctor_envirosuit"
item_state = "doctor_envirosuit"
item_color = "doctor_envirosuit"
/obj/item/clothing/under/plasmaman/cmo
name = "chief medical officer's plasma envirosuit"
desc = "A suit designed for the station's most plasma-based chief medical officer, but not for their cat."
icon_state = "cmo_envirosuit"
item_state = "cmo_envirosuit"
item_color = "cmo_envirosuit"
/obj/item/clothing/under/plasmaman/science
name = "science plasma envirosuit"
desc = "A plasmaman envirosuit designed for scientists."
icon_state = "scientist_envirosuit"
item_state = "scientist_envirosuit"
item_color = "scientist_envirosuit"
/obj/item/clothing/under/plasmaman/rd
name = "research direactor's plasma envirosuit"
desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction."
icon_state = "rd_envirosuit"
item_state = "rd_envirosuit"
item_color = "rd_envirosuit"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
/obj/item/clothing/under/plasmaman/robotics
@@ -32,25 +28,21 @@
desc = "A plasmaman envirosuit designed for roboticists."
icon_state = "roboticist_envirosuit"
item_state = "roboticist_envirosuit"
item_color = "roboticist_envirosuit"
/obj/item/clothing/under/plasmaman/viro
name = "virology plasma envirosuit"
desc = "The suit worn by the safest people on the station, those who are completely immune to the monstrosities they create."
icon_state = "virologist_envirosuit"
item_state = "virologist_envirosuit"
item_color = "virologist_envirosuit"
/obj/item/clothing/under/plasmaman/genetics
name = "genetics plasma envirosuit"
desc = "A plasmaman envirosuit designed for geneticists."
icon_state = "geneticist_envirosuit"
item_state = "geneticist_envirosuit"
item_color = "geneticist_envirosuit"
/obj/item/clothing/under/plasmaman/chemist
name = "chemistry plasma envirosuit"
desc = "A plasmaman envirosuit designed for chemists."
icon_state = "chemist_envirosuit"
item_state = "chemist_envirosuit"
item_color = "chemist_envirosuit"
@@ -3,7 +3,6 @@
desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection."
icon_state = "security_envirosuit"
item_state = "security_envirosuit"
item_color = "security_envirosuit"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -13,11 +12,9 @@
desc = "A plasmaman containment suit designed for the warden, white stripes being added to differeciate them from other members of security."
icon_state = "warden_envirosuit"
item_state = "warden_envirosuit"
item_color = "warden_envirosuit"
/obj/item/clothing/under/plasmaman/security/hos
name = "security plasma envirosuit"
desc = "A slick black and red plasmaman containment suit designed for the head of security, also called the LAW."
icon_state = "hos_envirosuit"
item_state = "hos_envirosuit"
item_color = "hos_envirosuit"
@@ -4,14 +4,12 @@
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
item_color = "qm"
/obj/item/clothing/under/rank/cargo/qm/skirt
name = "quartermaster's jumpskirt"
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm_skirt"
item_state = "lb_suit"
item_color = "qm_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -21,7 +19,6 @@
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
item_color = "cargo"
body_parts_covered = CHEST|GROIN|ARMS
alt_covers_chest = TRUE
@@ -30,7 +27,6 @@
desc = "Skiiiiirts! They're comfy and easy to wear"
icon_state = "cargo_skirt"
item_state = "lb_suit"
item_color = "cargo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -40,12 +36,10 @@
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
item_color = "miner"
/obj/item/clothing/under/rank/cargo/miner/lavaland
desc = "A green uniform for operating in hazardous environments."
name = "shaft miner's jumpsuit"
icon_state = "explorer"
item_state = "explorer"
item_color = "explorer"
can_adjust = FALSE
@@ -3,7 +3,6 @@
name = "\improper CentCom officer's jumpsuit"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/centcom/officer/syndicate
@@ -14,4 +13,3 @@
name = "\improper CentCom officer's jumpsuit"
icon_state = "centcom"
item_state = "dg_suit"
item_color = "centcom"
@@ -3,7 +3,6 @@
name = "bartender's uniform"
icon_state = "barman"
item_state = "bar_suit"
item_color = "barman"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/civilian/bartender/purple
@@ -11,7 +10,6 @@
name = "purple bartender's uniform"
icon_state = "purplebartender"
item_state = "purplebartender"
item_color = "purplebartender"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/bartender/skirt
@@ -19,7 +17,6 @@
desc = "It looks like it could use some more flair."
icon_state = "barman_skirt"
item_state = "bar_suit"
item_color = "barman_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -29,15 +26,13 @@
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
item_color = "chapblack"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/chaplain/skirt
name = "chaplain's jumpskirt"
desc = "It's a black jumpskirt, often worn by religious folk."
icon_state = "chapblack_skirt"
icon_state = "chaplain_skirt"
item_state = "bl_suit"
item_color = "chapblack_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -46,14 +41,12 @@
name = "cook's suit"
desc = "A suit which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef"
item_color = "chef"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/civilian/chef/skirt
name = "cook's skirt"
desc = "A skirt which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef_skirt"
item_color = "chef_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -63,7 +56,6 @@
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
item_color = "hop"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/head_of_personnel/skirt
@@ -71,7 +63,6 @@
desc = "It's a jumpskirt worn by someone who works in the position of \"Head of Personnel\"."
icon_state = "hop_skirt"
item_state = "b_suit"
item_color = "hop_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -81,7 +72,6 @@
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit"
item_state = "g_suit"
item_color = "teal_suit"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/head_of_personnel/suit/skirt
@@ -89,7 +79,6 @@
desc = "A teal suitskirt and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit_skirt"
item_state = "g_suit"
item_color = "teal_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -99,7 +88,6 @@
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
item_color = "hydroponics"
permeability_coefficient = 0.5
/obj/item/clothing/under/rank/civilian/hydroponics/skirt
@@ -107,7 +95,6 @@
desc = "It's a jumpskirt designed to protect against minor plant-related hazards."
icon_state = "hydroponics_skirt"
item_state = "g_suit"
item_color = "hydroponics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -116,14 +103,12 @@
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/civilian/janitor/skirt
name = "janitor's jumpskirt"
desc = "It's the official skirt of the station's janitor. It has minor protection from biohazards."
icon_state = "janitor_skirt"
item_color = "janitor_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -133,7 +118,6 @@
desc = "A simple maid uniform for housekeeping."
icon_state = "janimaid"
item_state = "janimaid"
item_color = "janimaid"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -147,21 +131,18 @@
name = "lawyer black suit"
icon_state = "lawyer_black"
item_state = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/rank/civilian/lawyer/black/alt
name = "lawyer black suit"
desc = "A professional black suit. Nanotrasen Investigation Bureau approved!"
icon_state = "blacksuit"
item_state = "bar_suit"
item_color = "blacksuit"
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/civilian/lawyer/black/alt/skirt
name = "lawyer black suitskirt"
icon_state = "blacksuit_skirt"
item_color = "blacksuit_skirt"
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -170,14 +151,12 @@
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "really_black_suit"
/obj/item/clothing/under/rank/civilian/lawyer/really_black/skirt
name = "executive suitskirt"
desc = "A formal black suitskirt and red tie, intended for the station's finest."
icon_state = "really_black_suit_skirt"
item_state = "bl_suit"
item_color = "really_black_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -186,46 +165,39 @@
name = "lawyer black suitskirt"
icon_state = "lawyer_black_skirt"
item_state = "lawyer_black"
item_color = "lawyer_black_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/civilian/lawyer/female
name = "female black suit"
icon_state = "black_suit_fem"
item_state = "bl_suit"
item_color = "black_suit_fem"
/obj/item/clothing/under/rank/civilian/lawyer/red
name = "lawyer red suit"
icon_state = "lawyer_red"
item_state = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/rank/civilian/lawyer/female/skirt
name = "female black suitskirt"
icon_state = "black_suit_fem_skirt"
item_state = "bl_suit"
item_color = "black_suit_fem_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/civilian/lawyer/red/skirt
name = "lawyer red suitskirt"
icon_state = "lawyer_red_skirt"
item_state = "lawyer_red"
item_color = "lawyer_red_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/civilian/lawyer/blue
name = "lawyer blue suit"
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/rank/civilian/lawyer/blue/skirt
name = "lawyer blue suitskirt"
icon_state = "lawyer_blue_skirt"
item_state = "lawyer_blue"
item_color = "lawyer_blue_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/civilian/lawyer/bluesuit
@@ -233,7 +205,6 @@
desc = "A classy suit and tie."
icon_state = "bluesuit"
item_state = "b_suit"
item_color = "bluesuit"
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -242,7 +213,6 @@
desc = "A classy suitskirt and tie."
icon_state = "bluesuit_skirt"
item_state = "b_suit"
item_color = "bluesuit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -251,7 +221,6 @@
name = "purple suit"
icon_state = "lawyer_purp"
item_state = "p_suit"
item_color = "lawyer_purp"
fitted = NO_FEMALE_UNIFORM
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -260,7 +229,6 @@
name = "purple suitskirt"
icon_state = "lawyer_purp_skirt"
item_state = "p_suit"
item_color = "lawyer_purp_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -4,14 +4,11 @@
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
item_color = "mime"
/obj/item/clothing/under/rank/civilian/mime/skirt
name = "mime's skirt"
desc = "It's not very colourful."
icon_state = "mime_skirt"
item_state = "mime"
item_color = "mime_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -21,7 +18,6 @@
desc = "The only time when you DON'T enjoy looking at someone's rack."
icon_state = "sexymime"
item_state = "sexymime"
item_color = "sexymime"
body_parts_covered = CHEST|GROIN|LEGS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -31,7 +27,6 @@
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
item_color = "clown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -40,7 +35,6 @@
desc = "<i>'BLUE HONK!'</i>"
icon_state = "blueclown"
item_state = "blueclown"
item_color = "blueclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -50,7 +44,6 @@
desc = "<i>'GREEN HONK!'</i>"
icon_state = "greenclown"
item_state = "greenclown"
item_color = "greenclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -60,7 +53,6 @@
desc = "<i>'YELLOW HONK!'</i>"
icon_state = "yellowclown"
item_state = "yellowclown"
item_color = "yellowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -70,7 +62,6 @@
desc = "<i>'PURPLE HONK!'</i>"
icon_state = "purpleclown"
item_state = "purpleclown"
item_color = "purpleclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -80,7 +71,6 @@
desc = "<i>'ORANGE HONK!'</i>"
icon_state = "orangeclown"
item_state = "orangeclown"
item_color = "orangeclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -90,7 +80,6 @@
desc = "<i>'R A I N B O W HONK!'</i>"
icon_state = "rainbowclown"
item_state = "rainbowclown"
item_color = "rainbowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
@@ -99,7 +88,6 @@
name = "jester suit"
desc = "A jolly dress, well suited to entertain your master, nuncle."
icon_state = "jester"
item_color = "jester"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/clown/jester/alt
@@ -110,7 +98,6 @@
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
item_color = "sexyclown"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/clown/Initialize()
@@ -3,15 +3,11 @@
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
item_color = "red_suit"
can_adjust = FALSE
/obj/item/clothing/under/rank/civilian/curator/skirt
name = "sensible suitskirt"
desc = "It's very... sensible."
icon_state = "red_suit_skirt"
item_state = "red_suit"
item_color = "red_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
@@ -20,14 +16,12 @@
desc = "A rugged uniform suitable for treasure hunting."
icon_state = "curator"
item_state = "curator"
item_color = "curator"
/obj/item/clothing/under/rank/civilian/curator/nasa
name = "\improper NASA jumpsuit"
desc = "It has a NASA logo on it and is made of space-proofed materials."
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
@@ -3,7 +3,6 @@
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "b_suit"
item_color = "captain"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -12,7 +11,6 @@
desc = "It's a blue jumpskirt with some gold markings denoting the rank of \"Captain\"."
icon_state = "captain_skirt"
item_state = "b_suit"
item_color = "captain_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -22,7 +20,6 @@
desc = "A green suit and yellow necktie. Exemplifies authority."
icon_state = "green_suit"
item_state = "dg_suit"
item_color = "green_suit"
can_adjust = FALSE
/obj/item/clothing/under/rank/captain/suit/skirt
@@ -30,7 +27,6 @@
desc = "A green suitskirt and yellow necktie. Exemplifies authority."
icon_state = "green_suit_skirt"
item_state = "dg_suit"
item_color = "green_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -40,7 +36,6 @@
desc = "A captain's luxury-wear, for special occasions."
icon_state = "captain_parade"
item_state = "by_suit"
item_color = "captain_parade"
can_adjust = FALSE
/obj/item/clothing/under/rank/captain/femformal
@@ -48,6 +43,5 @@
desc = "An ironically skimpy blue dress with gold markings denoting the rank of \"Captain\"."
icon_state = "lewdcap"
item_state = "lewdcap"
item_color = "lewdcap"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -4,16 +4,14 @@
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "gy_suit"
item_color = "chief"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
name = "chief engineer's jumpskirt"
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding."
icon_state = "chief_skirt"
icon_state = "chiefengineer_skirt"
item_state = "gy_suit"
item_color = "chief_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -23,7 +21,6 @@
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/atmospheric_technician/skirt
@@ -31,7 +28,6 @@
desc = "It's a jumpskirt worn by atmospheric technicians."
icon_state = "atmos_skirt"
item_state = "atmos_suit"
item_color = "atmos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -41,7 +37,6 @@
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
resistance_flags = NONE
@@ -50,7 +45,6 @@
desc = "A high visibility jumpsuit made from heat and radiation resistant materials."
icon_state = "hazard"
item_state = "suit-orange"
item_color = "hazard"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/engineering/engineer/skirt
@@ -58,7 +52,6 @@
desc = "It's an orange high visibility jumpskirt worn by engineers."
icon_state = "engine_skirt"
item_state = "engi_suit"
item_color = "engine_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
+5 -24
View File
@@ -3,7 +3,6 @@
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -12,7 +11,6 @@
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
icon_state = "cmo_skirt"
item_state = "w_suit"
item_color = "cmo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -20,11 +18,10 @@
/obj/item/clothing/under/rank/medical/chief_medical_officer/turtleneck
desc = "It's a turtleneck worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection, for an officer with a superior sense of style and practicality."
name = "chief medical officer's turtleneck"
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/turtlenecks.dmi'
mob_overlay_icon = 'modular_citadel/icons/mob/clothing/turtlenecks.dmi'
icon = 'modular_citadel/icons/obj/clothing/turtlenecks.dmi'
icon_state = "cmoturtle"
item_state = "w_suit"
item_color = "cmoturtle"
alt_covers_chest = TRUE
mutantrace_variation = NONE
@@ -33,16 +30,14 @@
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/medical/geneticist/skirt
name = "geneticist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
icon_state = "geneticswhite_skirt"
icon_state = "genetics_skirt"
item_state = "w_suit"
item_color = "geneticswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -52,16 +47,14 @@
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/medical/virologist/skirt
name = "virologist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
icon_state = "virologywhite_skirt"
icon_state = "virology_skirt"
item_state = "w_suit"
item_color = "virologywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -71,16 +64,14 @@
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
/obj/item/clothing/under/rank/medical/chemist/skirt
name = "chemist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
icon_state = "chemistrywhite_skirt"
icon_state = "chemistry_skirt"
item_state = "w_suit"
item_color = "chemistrywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -90,7 +81,6 @@
name = "paramedic jumpsuit"
icon_state = "paramedic-dark"
item_state = "w_suit"
item_color = "paramedic-dark"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = FALSE
@@ -98,7 +88,6 @@
/obj/item/clothing/under/rank/medical/paramedic/light
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a dark blue cross on the chest denoting that the wearer is a trained paramedic."
icon_state = "paramedic-light"
item_color = "paramedic-light"
can_adjust = TRUE
/obj/item/clothing/under/rank/medical/paramedic/skirt
@@ -106,7 +95,6 @@
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a white cross on the chest denoting that the wearer is a trained paramedic."
icon_state = "paramedic-dark_skirt"
item_state = "w_suit"
item_color = "paramedic-dark_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -114,14 +102,12 @@
/obj/item/clothing/under/rank/medical/paramedic/skirt/light
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a dark blue cross on the chest denoting that the wearer is a trained paramedic."
icon_state = "paramedic_skirt"
item_color = "paramedic_skirt"
/obj/item/clothing/under/rank/medical/doctor/nurse
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "w_suit"
item_color = "nursesuit"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
body_parts_covered = CHEST|GROIN|ARMS
@@ -133,7 +119,6 @@
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
@@ -141,21 +126,18 @@
name = "blue medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/doctor/green
name = "green medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/doctor/purple
name = "purple medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/doctor/skirt
@@ -163,7 +145,6 @@
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
icon_state = "medical_skirt"
item_state = "w_suit"
item_color = "medical_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
fitted = FEMALE_UNIFORM_TOP
+1 -11
View File
@@ -3,7 +3,6 @@
name = "research director's vest suit"
icon_state = "director"
item_state = "lb_suit"
item_color = "director"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
can_adjust = FALSE
@@ -12,7 +11,6 @@
desc = "It's a suitskirt worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
icon_state = "director_skirt"
item_state = "lb_suit"
item_color = "director_skirt"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
@@ -21,7 +19,6 @@
name = "research director's tan suit"
icon_state = "rdwhimsy"
item_state = "rdwhimsy"
item_color = "rdwhimsy"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -31,7 +28,6 @@
desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants."
icon_state = "rdwhimsy_skirt"
item_state = "rdwhimsy"
item_color = "rdwhimsy_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -41,7 +37,6 @@
name = "research director's turtleneck"
icon_state = "rdturtle"
item_state = "p_suit"
item_color = "rdturtle"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -51,7 +46,6 @@
desc = "A dark purple turtleneck and tan khaki skirt, for a director with a superior sense of style."
icon_state = "rdturtle_skirt"
item_state = "p_suit"
item_color = "rdturtle_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -61,16 +55,14 @@
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/rnd/scientist/skirt
name = "scientist's jumpskirt"
desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist."
icon_state = "toxinswhite_skirt"
icon_state = "toxins_skirt"
item_state = "w_suit"
item_color = "toxinswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -80,7 +72,6 @@
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
item_color = "robotics"
resistance_flags = NONE
/obj/item/clothing/under/rank/rnd/roboticist/skirt
@@ -88,7 +79,6 @@
desc = "It's a slimming black with reinforced seams; great for industrial work."
icon_state = "robotics_skirt"
item_state = "robotics"
item_color = "robotics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -19,7 +19,6 @@
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
icon_state = "rsecurity"
item_state = "r_suit"
item_color = "rsecurity"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
/obj/item/clothing/under/rank/security/officer/grey
@@ -27,14 +26,12 @@
desc = "A tactical relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "security"
item_state = "gy_suit"
item_color = "security"
/obj/item/clothing/under/rank/security/officer/skirt
name = "security jumpskirt"
desc = "A \"tactical\" security jumpsuit with the legs replaced by a skirt."
icon_state = "secskirt"
item_state = "r_suit"
item_color = "secskirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE //you know now that i think of it if you adjust the skirt and the sprite disappears isn't that just like flashing everyone
fitted = FEMALE_UNIFORM_TOP
@@ -44,7 +41,6 @@
desc = "The latest in fashionable security outfits."
icon_state = "officerblueclothes"
item_state = "officerblueclothes"
item_color = "officerblueclothes"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/security/officer/blueshirt
@@ -52,7 +48,6 @@
desc = "I'm a little busy right now, Calhoun."
icon_state = "blueshift"
item_state = "blueshift"
item_color = "blueshift"
can_adjust = FALSE
/obj/item/clothing/under/rank/security/officer/spacepol
@@ -60,7 +55,6 @@
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
item_color = "spacepol"
can_adjust = FALSE
/*
@@ -72,7 +66,6 @@
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden"
item_state = "r_suit"
item_color = "rwarden"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
/obj/item/clothing/under/rank/security/warden/grey
@@ -80,14 +73,12 @@
desc = "A formal relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
/obj/item/clothing/under/rank/security/warden/skirt
name = "warden's suitskirt"
desc = "A formal security suitskirt for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden_skirt"
item_state = "r_suit"
item_color = "rwarden_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -97,7 +88,6 @@
name = "warden's formal uniform"
icon_state = "wardenblueclothes"
item_state = "wardenblueclothes"
item_color = "wardenblueclothes"
alt_covers_chest = TRUE
/*
@@ -109,7 +99,6 @@
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
/obj/item/clothing/under/rank/security/detective/skirt
@@ -117,7 +106,6 @@
desc = "Someone who wears this means business."
icon_state = "detective_skirt"
item_state = "det"
item_color = "detective_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -127,14 +115,12 @@
desc = "A hard-boiled private investigator's grey suit, complete with tie clip."
icon_state = "greydet"
item_state = "greydet"
item_color = "greydet"
/obj/item/clothing/under/rank/security/detective/grey/skirt
name = "noir suitskirt"
desc = "A hard-boiled private investigator's grey suitskirt, complete with tie clip."
icon_state = "greydet_skirt"
item_state = "greydet"
item_color = "greydet_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -148,7 +134,6 @@
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
item_state = "r_suit"
item_color = "rhos"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
@@ -157,7 +142,6 @@
desc = "A security jumpskirt decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos_skirt"
item_state = "r_suit"
item_color = "rhos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -167,21 +151,18 @@
desc = "There are old men, and there are bold men, but there are very few old, bold men."
icon_state = "hos"
item_state = "gy_suit"
item_color = "hos"
/obj/item/clothing/under/rank/security/head_of_security/alt
name = "head of security's turtleneck"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with tactical pants."
icon_state = "hosalt"
item_state = "bl_suit"
item_color = "hosalt"
/obj/item/clothing/under/rank/security/head_of_security/alt/skirt
name = "head of security's turtleneck skirt"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with a tactical skirt."
icon_state = "hosalt_skirt"
item_state = "bl_suit"
item_color = "hosalt_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -191,14 +172,12 @@
name = "head of security's formal uniform"
icon_state = "hosblueclothes"
item_state = "hosblueclothes"
item_color = "hosblueclothes"
/obj/item/clothing/under/rank/security/head_of_security/parade
name = "head of security's parade uniform"
desc = "A male head of security's luxury-wear, for special occasions."
icon_state = "hos_parade_male"
item_state = "r_suit"
item_color = "hos_parade_male"
can_adjust = FALSE
/obj/item/clothing/under/rank/security/head_of_security/parade/female
@@ -206,5 +185,4 @@
desc = "A female head of security's luxury-wear, for special occasions."
icon_state = "hos_parade_fem"
item_state = "r_suit"
item_color = "hos_parade_fem"
fitted = FEMALE_UNIFORM_TOP
+26 -57
View File
@@ -2,7 +2,6 @@
name = "red pj's"
desc = "Sleepwear."
icon_state = "red_pyjamas"
item_color = "red_pyjamas"
item_state = "w_suit"
can_adjust = FALSE
@@ -10,7 +9,6 @@
name = "blue pj's"
desc = "Sleepwear."
icon_state = "blue_pyjamas"
item_color = "blue_pyjamas"
item_state = "w_suit"
can_adjust = FALSE
@@ -19,7 +17,6 @@
desc = "Motorcycle not included."
icon_state = "ek"
item_state = "ek"
item_color = "ek"
can_adjust = FALSE
/obj/item/clothing/under/rank/prisoner
@@ -27,7 +24,6 @@
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "prisoner"
item_state = "o_suit"
item_color = "prisoner"
has_sensor = LOCKED_SENSORS
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -37,7 +33,6 @@
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "prisoner_skirt"
item_state = "o_suit"
item_color = "prisoner_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -47,21 +42,18 @@
desc = "<i>'Special delivery!'</i>"
icon_state = "mailman"
item_state = "b_suit"
item_color = "mailman"
/obj/item/clothing/under/misc/psyche
name = "psychedelic jumpsuit"
desc = "Groovy!"
icon_state = "psyche"
item_state = "p_suit"
item_color = "psyche"
/obj/item/clothing/under/misc/vice_officer
name = "vice officer's jumpsuit"
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
icon_state = "vice"
item_state = "gy_suit"
item_color = "vice"
can_adjust = FALSE
@@ -69,7 +61,6 @@
name = "administrative cybernetic jumpsuit"
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
desc = "A cybernetically enhanced jumpsuit used for administrative duties."
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
@@ -87,7 +78,6 @@
desc = "Traditional burial garments from the early 22nd century."
icon_state = "burial"
item_state = "burial"
item_color = "burial"
has_sensor = NO_SENSORS
/obj/item/clothing/under/misc/overalls
@@ -95,7 +85,6 @@
desc = "A set of durable overalls for getting the job done."
icon_state = "overalls"
item_state = "lb_suit"
item_color = "overalls"
can_adjust = FALSE
/obj/item/clothing/under/misc/assistantformal
@@ -103,24 +92,21 @@
desc = "An assistant's formal-wear. Why an assistant needs formal-wear is still unknown."
icon_state = "assistant_formal"
item_state = "gy_suit"
item_color = "assistant_formal"
can_adjust = FALSE
/obj/item/clothing/under/misc/staffassistant
name = "staff assistant's jumpsuit"
desc = "It's a generic grey jumpsuit. That's about what assistants are worth, anyway."
icon = 'goon/icons/obj/item_js_rank.dmi'
alternate_worn_icon = 'goon/icons/mob/worn_js_rank.dmi'
mob_overlay_icon = 'goon/icons/mob/worn_js_rank.dmi'
icon_state = "assistant"
item_state = "gy_suit"
item_color = "assistant"
mutantrace_variation = NONE
/obj/item/clothing/under/croptop
name = "crop top"
desc = "We've saved money by giving you half a shirt!"
icon_state = "croptop"
item_color = "croptop"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -130,7 +116,6 @@
desc = "A special containment suit that allows plasma-based lifeforms to exist safely in an oxygenated environment, and automatically extinguishes them in a crisis. Despite being airtight, it's not spaceworthy."
icon_state = "plasmaman"
item_state = "plasmaman"
item_color = "plasmaman"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
slowdown = 1
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -170,7 +155,6 @@
to_chat(user, "<span class='notice'>You refill the suit's built-in extinguisher, using up the cartridge.</span>")
qdel(E)
return
return
return
/obj/item/extinguisher_refill
@@ -192,7 +176,6 @@
desc = "A jumpsuit made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "durathread"
item_state = "durathread"
item_color = "durathread"
can_adjust = TRUE
armor = list("melee" = 10, "laser" = 10, "fire" = 40, "acid" = 10, "bomb" = 5)
@@ -209,7 +192,6 @@
desc = "Cyka blyat."
icon_state = "squatteroutfit"
item_state = "squatteroutfit"
item_color = "squatteroutfit"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -218,7 +200,6 @@
desc = "Drop and give me dvadtsat!"
icon_state = "russobluecamo"
item_state = "russobluecamo"
item_color = "russobluecamo"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -227,7 +208,6 @@
desc = "What is the point of this, anyway?"
icon_state = "keyholesweater"
item_state = "keyholesweater"
item_color = "keyholesweater"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -235,7 +215,6 @@
name = "pink stripper outfit"
icon_state = "stripper_p"
item_state = "stripper_p"
item_color = "stripper_p"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
@@ -243,13 +222,11 @@
name = "green stripper outfit"
icon_state = "stripper_g"
item_state = "stripper_g"
item_color = "stripper_g"
/obj/item/clothing/under/misc/stripper/mankini
name = "pink mankini"
icon_state = "mankini"
item_state = "mankini"
item_color = "mankini"
/obj/item/clothing/under/misc/corporateuniform
name = "corporate uniform"
@@ -263,76 +240,68 @@
name = "polychromic button-up shirt"
desc = "A fancy button-up shirt made with polychromic threads."
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#353535"
tertiary_color = "#353535"
mutantrace_variation = NONE
/obj/item/clothing/under/misc/poly_shirt/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#353535", "#353535"), 3)
/obj/item/clothing/under/misc/polyshorts
name = "polychromic shorts"
desc = "For ease of movement and style."
icon_state = "polyshorts"
item_color = "polyshorts"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#353535"
secondary_color = "#808080"
tertiary_color = "#808080"
can_adjust = FALSE
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/misc/polyshorts/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#353535", "#808080", "#808080"), 3)
/obj/item/clothing/under/misc/polyjumpsuit
name = "polychromic tri-tone jumpsuit"
desc = "A fancy jumpsuit made with polychromic threads."
icon_state = "polyjump"
item_color = "polyjump"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#808080"
tertiary_color = "#FF3535"
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/misc/polyjumpsuit/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#808080", "#353535"), 3)
/obj/item/clothing/under/misc/poly_bottomless
name = "polychromic bottomless shirt"
desc = "Great for showing off your junk in dubious style."
desc = "Great for showing off your underwear in dubious style."
icon_state = "polybottomless"
item_color = "polybottomless"
item_state = "rainbow"
primary_color = "#808080"
secondary_color = "#FF3535"
body_parts_covered = CHEST|ARMS //Because there's no bottom included
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/misc/poly_bottomless/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#808080", "#FF3535"), 2)
/obj/item/clothing/under/misc/poly_tanktop
name = "polychromic tank top"
desc = "For those lazy summer days."
icon_state = "polyshimatank"
item_color = "polyshimatank"
item_state = "rainbow"
primary_color = "#808080"
secondary_color = "#FFFFFF"
tertiary_color = "#8CC6FF"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
var/list/poly_states = 3
var/list/poly_colors = list("#808080", "#FFFFFF", "#8CC6FF")
/obj/item/clothing/under/misc/poly_tanktop/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, poly_states)
/obj/item/clothing/under/misc/poly_tanktop/female
name = "polychromic feminine tank top"
desc = "Great for showing off your chest in style. Not recommended for males."
icon_state = "polyfemtankpantsu"
item_color = "polyfemtankpantsu"
hastertiary = FALSE
primary_color = "#808080"
secondary_color = "#FF3535"
poly_states = 2
poly_colors = list("#808080", "#FF3535")
-17
View File
@@ -8,101 +8,84 @@
name = "classic jeans"
desc = "You feel cooler already."
icon_state = "jeansclassic"
item_color = "jeansclassic"
/obj/item/clothing/under/pants/mustangjeans
name = "Must Hang jeans"
desc = "Made in the finest space jeans factory this side of Alpha Centauri."
icon_state = "jeansmustang"
item_color = "jeansmustang"
/obj/item/clothing/under/pants/blackjeans
name = "black jeans"
desc = "Only for those who can pull it off."
icon_state = "jeansblack"
item_color = "jeansblack"
/obj/item/clothing/under/pants/youngfolksjeans
name = "Young Folks jeans"
desc = "For those tired of boring old jeans. Relive the passion of your youth!"
icon_state = "jeansyoungfolks"
item_color = "jeansyoungfolks"
/obj/item/clothing/under/pants/white
name = "white pants"
desc = "Plain white pants. Boring."
icon_state = "whitepants"
item_color = "whitepants"
/obj/item/clothing/under/pants/red
name = "red pants"
desc = "Bright red pants. Overflowing with personality."
icon_state = "redpants"
item_color = "redpants"
/obj/item/clothing/under/pants/black
name = "black pants"
desc = "These pants are dark, like your soul."
icon_state = "blackpants"
item_color = "blackpants"
/obj/item/clothing/under/pants/tan
name = "tan pants"
desc = "Some tan pants. You look like a white collar worker with these on."
icon_state = "tanpants"
item_color = "tanpants"
/obj/item/clothing/under/pants/track
name = "track pants"
desc = "A pair of track pants, for the athletic."
icon_state = "trackpants"
item_color = "trackpants"
/obj/item/clothing/under/pants/jeans
name = "jeans"
desc = "A nondescript pair of tough blue jeans."
icon_state = "jeans"
item_color = "jeans"
/obj/item/clothing/under/pants/khaki
name = "khaki pants"
desc = "A pair of dust beige khaki pants."
icon_state = "khaki"
item_color = "khaki"
/obj/item/clothing/under/pants/camo
name = "camo pants"
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
icon_state = "camopants"
item_color = "camopants"
/obj/item/clothing/under/pants/jeanripped
name = "ripped jeans"
desc = "If you're wearing this you're poor or a rebel"
icon_state = "jean_ripped"
item_color = "jean_ripped"
/obj/item/clothing/under/pants/jeanshort
name = "jean shorts"
desc = "These are really just jeans cut in half"
icon_state = "jean_shorts"
item_color = "jean_shorts"
/obj/item/clothing/under/pants/denimskirt
name = "denim skirt"
desc = "These are really just a jean leg hole cut from a pair"
icon_state = "denim_skirt"
item_color = "denim_skirt"
/obj/item/clothing/under/pants/chaps
name = "black chaps"
body_parts_covered = LEGS
desc = "Yeehaw"
icon_state = "chaps"
item_color = "chaps"
/obj/item/clothing/under/pants/yoga
name = "yoga pants"
desc = "Comfy!"
icon_state = "yoga_pants"
item_color = "yoga_pants"
+6 -15
View File
@@ -9,53 +9,44 @@
/obj/item/clothing/under/shorts/red
name = "red athletic shorts"
icon_state = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
name = "green athletic shorts"
icon_state = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
name = "blue athletic shorts"
icon_state = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
name = "black athletic shorts"
icon_state = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
name = "grey athletic shorts"
icon_state = "greyshorts"
item_color = "greyshorts"
/obj/item/clothing/under/shorts/purple
name = "purple athletic shorts"
icon_state = "purpleshorts"
item_color = "purpleshorts"
/obj/item/clothing/under/shorts/polychromic
name = "polychromic athletic shorts"
desc = "95% Polychrome, 5% Spandex!"
icon_state = "polyshortpants"
item_color = "polyshortpants"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#F08080"
mutantrace_variation = NONE
var/list/poly_colors = list("#FFFFFF", "#F08080")
/obj/item/clothing/under/shorts/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 2)
/obj/item/clothing/under/shorts/polychromic/pantsu
name = "polychromic panties"
desc = "Topless striped panties. Now with 120% more polychrome!"
icon_state = "polypantsu"
item_color = "polypantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF"
secondary_color = "#8CC6FF"
body_parts_covered = GROIN
mutantrace_variation = NONE
poly_colors = list("#FFFFFF", "#8CC6FF")
+6 -37
View File
@@ -3,7 +3,6 @@
name = "black skirt"
desc = "A black skirt, very fancy!"
icon_state = "blackskirt"
item_color = "blackskirt"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -12,7 +11,6 @@
name = "blue skirt"
desc = "A blue, casual skirt."
icon_state = "blueskirt"
item_color = "blueskirt"
item_state = "b_suit"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
@@ -22,7 +20,6 @@
name = "red skirt"
desc = "A red, casual skirt."
icon_state = "redskirt"
item_color = "redskirt"
item_state = "r_suit"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
@@ -32,7 +29,6 @@
name = "purple skirt"
desc = "A purple, casual skirt."
icon_state = "purpleskirt"
item_color = "purpleskirt"
item_state = "p_suit"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
@@ -43,7 +39,6 @@
desc = "Makes you want to frolic in a field of daisies."
icon_state = "sundress"
item_state = "sundress"
item_color = "sundress"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -51,13 +46,11 @@
/obj/item/clothing/under/dress/sundress/white
name = "white sundress"
icon_state = "sundress_white"
item_color = "sundress_white"
/obj/item/clothing/under/dress/green
name = "green dress"
desc = "A tight green dress"
icon_state = "dress_green"
item_color = "dress_green"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -66,7 +59,6 @@
name = "pink dress"
desc = "A tight pink dress"
icon_state = "dress_pink"
item_color = "dress_pink"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -76,7 +68,6 @@
desc = "Filled with Latin fire."
icon_state = "black_tango"
item_state = "wcoat"
item_color = "black_tango"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -85,7 +76,6 @@
desc = "Filled with Western fire."
icon_state = "western_bustle"
item_state = "wcoat"
item_color = "western_bustle"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -94,7 +84,6 @@
desc = "Filled with Latin fire."
icon_state = "flamenco"
item_state = "wcoat"
item_color = "flamenco"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -103,7 +92,6 @@
desc = "Fashion in space."
icon_state = "striped_dress"
item_state = "stripeddress"
item_color = "striped_dress"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_FULL
can_adjust = FALSE
@@ -113,7 +101,6 @@
desc = "Formal wear for a leading lady."
icon_state = "sailor_dress"
item_state = "sailordress"
item_color = "sailor_dress"
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -123,7 +110,6 @@
desc = "Lovely dress."
icon_state = "flower_dress"
item_state = "sailordress"
item_color = "flower_dress"
body_parts_covered = CHEST|GROIN|LEGS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -132,7 +118,6 @@
name = "swept skirt"
desc = "Formal skirt."
icon_state = "skirt_swept"
item_color = "skirt_swept"
body_parts_covered = GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -141,7 +126,6 @@
name = "black corset"
desc = "Nanotrasen is not resposible for any organ damage."
icon_state = "corset"
item_color = "corset"
body_parts_covered = CHEST|GROIN
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -151,7 +135,6 @@
desc = "Fancy dress for space bar singers."
icon_state = "red_evening_gown"
item_state = "redeveninggown"
item_color = "red_evening_gown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -160,7 +143,6 @@
desc = "A preppy red skirt with a white blouse."
icon_state = "plaid_red"
item_state = "plaid_red"
item_color = "plaid_red"
fitted = FEMALE_UNIFORM_TOP
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -170,7 +152,6 @@
desc = "A preppy blue skirt with a white blouse."
icon_state = "plaid_blue"
item_state = "plaid_blue"
item_color = "plaid_blue"
fitted = FEMALE_UNIFORM_TOP
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -180,7 +161,6 @@
desc = "A preppy purple skirt with a white blouse."
icon_state = "plaid_purple"
item_state = "plaid_purple"
item_color = "plaid_purple"
fitted = FEMALE_UNIFORM_TOP
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -190,7 +170,6 @@
desc = "A preppy green skirt with a white blouse."
icon_state = "plaid_green"
item_state = "plaid_green"
item_color = "plaid_green"
fitted = FEMALE_UNIFORM_TOP
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -200,7 +179,6 @@
desc = "A white wedding gown made from the finest silk."
icon_state = "bride_white"
item_state = "bride_white"
item_color = "bride_white"
can_adjust = FALSE
mutantrace_variation = NONE
@@ -209,51 +187,42 @@
desc = "A big and puffy orange dress."
icon_state = "bride_orange"
item_state = "bride_orange"
item_color = "bride_orange"
/obj/item/clothing/under/dress/wedding/purple
name = "purple wedding dress"
desc = "A big and puffy purple dress."
icon_state = "bride_purple"
item_state = "bride_purple"
item_color = "bride_purple"
/obj/item/clothing/under/dress/wedding/blue
name = "blue wedding dress"
desc = "A big and puffy blue dress."
icon_state = "bride_blue"
item_state = "bride_blue"
item_color = "bride_blue"
/obj/item/clothing/under/dress/wedding/red
name = "red wedding dress"
desc = "A big and puffy red dress."
icon_state = "bride_red"
item_state = "bride_red"
item_color = "bride_red"
/obj/item/clothing/under/dress/skirt/polychromic
name = "polychromic skirt"
desc = "A fancy skirt made with polychromic threads."
icon_state = "polyskirt"
item_color = "polyskirt"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#F08080"
tertiary_color = "#808080"
mutantrace_variation = NONE
var/list/poly_colors = list("#FFFFFF", "#F08080", "#808080")
/obj/item/clothing/under/dress/skirt/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, poly_colors, 3)
/obj/item/clothing/under/dress/skirt/polychromic/pleated
name = "polychromic pleated skirt"
desc = "A magnificent pleated skirt complements the woolen polychromatic sweater."
icon_state = "polypleat"
item_color = "polypleat"
item_state = "rainbow"
primary_color = "#8CC6FF"
secondary_color = "#808080"
tertiary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
mutantrace_variation = NONE
poly_colors = list("#8CC6FF", "#808080", "#FF3535")
+4 -22
View File
@@ -4,7 +4,6 @@
desc = "A white suit, suitable for an excellent host."
icon_state = "scratch"
item_state = "scratch"
item_color = "scratch"
can_adjust = FALSE
/obj/item/clothing/under/suit/white_on_white/skirt
@@ -12,7 +11,6 @@
desc = "A white suitskirt, suitable for an excellent host."
icon_state = "white_suit_skirt"
item_state = "scratch"
item_color = "white_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
@@ -21,7 +19,6 @@
desc = "It's a very amish looking suit."
name = "amish suit"
icon_state = "sl_suit"
item_color = "sl_suit"
can_adjust = FALSE
/obj/item/clothing/under/suit/waiter
@@ -29,7 +26,6 @@
desc = "It's a very smart uniform with a special pocket for tip."
icon_state = "waiter"
item_state = "waiter"
item_color = "waiter"
can_adjust = FALSE
/obj/item/clothing/under/suit/black
@@ -37,7 +33,6 @@
desc = "A black suit and red tie. Very formal."
icon_state = "black_suit"
item_state = "bl_suit"
item_color = "black_suit"
can_adjust = FALSE
/obj/item/clothing/under/suit/black_really
@@ -45,21 +40,18 @@
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "really_black_suit"
/obj/item/clothing/under/suit/black/skirt
name = "executive suit"
desc = "A formal trouser suit for women, intended for the station's finest."
icon_state = "black_suit_fem"
item_state = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/suit/green
name = "green suit"
desc = "A green suit and yellow necktie. Baller."
icon_state = "green_suit"
item_state = "dg_suit"
item_color = "green_suit"
can_adjust = FALSE
/obj/item/clothing/under/suit/red
@@ -67,49 +59,42 @@
desc = "A red suit and blue tie. Somewhat formal."
icon_state = "red_suit"
item_state = "r_suit"
item_color = "red_suit"
/obj/item/clothing/under/suit/charcoal
name = "charcoal suit"
desc = "A charcoal suit and red tie. Very professional."
icon_state = "charcoal_suit"
item_state = "charcoal_suit"
item_color = "charcoal_suit"
/obj/item/clothing/under/suit/navy
name = "navy suit"
desc = "A navy suit and red tie, intended for the station's finest."
icon_state = "navy_suit"
item_state = "navy_suit"
item_color = "navy_suit"
/obj/item/clothing/under/suit/burgundy
name = "burgundy suit"
desc = "A burgundy suit and black tie. Somewhat formal."
icon_state = "burgundy_suit"
item_state = "burgundy_suit"
item_color = "burgundy_suit"
/obj/item/clothing/under/suit/checkered
name = "checkered suit"
desc = "That's a very nice suit you have there. Shame if something were to happen to it, eh?"
icon_state = "checkered_suit"
item_state = "checkered_suit"
item_color = "checkered_suit"
/obj/item/clothing/under/suit/tan
name = "tan suit"
desc = "A tan suit with a yellow tie. Smart, but casual."
icon_state = "tan_suit"
item_state = "tan_suit"
item_color = "tan_suit"
/obj/item/clothing/under/suit/white
name = "white suit"
desc = "A white suit and jacket with a blue shirt. You wanna play rough? OKAY!"
icon_state = "white_suit"
item_state = "white_suit"
item_color = "white_suit"
/obj/item/clothing/under/suit/telegram
name = "telegram suit"
@@ -123,13 +108,10 @@
name = "polychromic suit"
desc = "For when you want to show off your horrible colour coordination skills."
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF"
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/suit/polychromic/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#FFFFFF", "#FFFFFF", "#808080"), 3)
+1 -7
View File
@@ -3,39 +3,33 @@
desc = "Why trade style for comfort? Now you can go commando down south and still be cozy up north."
icon_state = "bb_turtle"
item_state = "w_suit"
item_color = "bb_turtle"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = TRUE
icon = 'modular_citadel/icons/obj/clothing/turtlenecks.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/uniforms.dmi'
mob_overlay_icon = 'modular_citadel/icons/mob/citadel/uniforms.dmi'
mutantrace_variation = NONE
/obj/item/clothing/under/sweater/black
name = "black sweater"
icon_state = "bb_turtleblk"
item_state = "bl_suit"
item_color = "bb_turtleblk"
/obj/item/clothing/under/sweater/purple
name = "purple sweater"
icon_state = "bb_turtlepur"
item_state = "p_suit"
item_color = "bb_turtlepur"
/obj/item/clothing/under/sweater/green
name = "green sweater"
icon_state = "bb_turtlegrn"
item_state = "g_suit"
item_color = "bb_turtlegrn"
/obj/item/clothing/under/sweater/red
name = "red sweater"
icon_state = "bb_turtlered"
item_state = "r_suit"
item_color = "bb_turtlered"
/obj/item/clothing/under/sweater/blue
name = "blue sweater"
icon_state = "bb_turtleblu"
item_state = "b_suit"
item_color = "bb_turtleblu"
-13
View File
@@ -3,7 +3,6 @@
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants."
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
@@ -13,7 +12,6 @@
desc = "A non-descript and slightly suspicious looking skirtleneck."
icon_state = "syndicate_skirt"
item_state = "bl_suit"
item_color = "syndicate_skirt"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
@@ -24,7 +22,6 @@
desc = "An insidious armored jumpsuit lined with Syndicate nanofibers and prototype platings, slightly resistant to most forms of damage, but is far too bulky to have anything attached to it. It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
dummy_thick = TRUE
armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -35,7 +32,6 @@
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
item_state = "bl_suit"
item_color = "bloodred_pajamas"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool
@@ -43,7 +39,6 @@
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
@@ -51,7 +46,6 @@
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
item_state = "bl_suit"
item_color = "tactifool_skirt"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
fitted = FEMALE_UNIFORM_TOP
@@ -60,7 +54,6 @@
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
has_sensor = TRUE
mutantrace_variation = NONE
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
@@ -70,7 +63,6 @@
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/camo
@@ -78,14 +70,12 @@
desc = "A green military camouflage uniform."
icon_state = "camogreen"
item_state = "g_suit"
item_color = "camogreen"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/soviet
name = "Ratnik 5 tracksuit"
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
item_color = "trackpants"
can_adjust = FALSE
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
@@ -94,14 +84,12 @@
name = "combat uniform"
desc = "With a suit lined with this many pockets, you are ready to operate."
icon_state = "syndicate_combat"
item_color = "syndicate_combat"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/rus_army
name = "advanced military tracksuit"
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
item_color = "rus_under"
can_adjust = FALSE
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
@@ -111,7 +99,6 @@
desc = "A major league outfit with the number faded number on the back. Seems rather robust for just a game..."
icon_state = "syndicatebaseball"
item_state = "syndicatebaseball"
item_color = "syndicatebaseball"
has_sensor = NO_SENSORS
armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE

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