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Various features/tweaks from ScavStation. #4807
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9c0b298
Removes max_w_class limit from backpacks of holding.
MistakeNot4892 467f393
Adding a define to indicate scaling modifiers are included.
MistakeNot4892 4ce87e8
Porting cinnamon and lavender syrup from ScavStation.
MistakeNot4892 7b05557
Added carp cubes and adjusted spider cube access.
MistakeNot4892 b82fd10
Added a loaded camera subtype that spawns with film.
MistakeNot4892 ce79768
Added a 'fill to capacity' landmark.
MistakeNot4892 7a6a7d1
Added ion gets to heavy lathe recipes.
MistakeNot4892 0016ae2
Added an abstract tail clothing item.
MistakeNot4892 f0d7fc0
Readding grey detective outfit.
MistakeNot4892 70d6557
Added two barsigns from Scav/tg.
MistakeNot4892 2ea6370
Addressing tweaks from review.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,7 @@ | ||
// Tail accessories. Currently only used by Scavstation for tailbells and tailgloves. | ||
/obj/item/clothing/tail | ||
abstract_type = /obj/item/clothing/tail | ||
w_class = ITEM_SIZE_SMALL | ||
accessory_slot = ACCESSORY_SLOT_MEDAL | ||
fallback_slot = slot_w_uniform_str | ||
slot_flags = SLOT_UPPER_BODY |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,58 @@ | ||
/mob/living/simple_animal/hostile/carp/shark // generally stronger version of a carp that doesn't die from a mean look. Fance new sprites included, credits to F-Tang Steve | ||
name = "cosmoshark" | ||
desc = "Enormous creature that resembles a shark with magenta glowing lines along its body and set of long deep-purple teeth." | ||
icon = 'maps/away/errant_pisces/icons/cosmoshark.dmi' | ||
butchery_data = /decl/butchery_data/animal/fish/space_carp/shark | ||
max_health = 100 | ||
natural_weapon = /obj/item/natural_weapon/bite/strong | ||
faction = "shark" | ||
ai = /datum/mob_controller/aggressive/carp/shark | ||
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/datum/mob_controller/aggressive/carp/shark | ||
break_stuff_probability = 35 | ||
turns_per_wander = 10 | ||
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/mob/living/simple_animal/hostile/carp/shark/carp_randomify() | ||
return | ||
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||
/mob/living/simple_animal/hostile/carp/shark/death(gibbed) | ||
. = ..() | ||
if(. && !gibbed) | ||
var/datum/gas_mixture/environment = loc.return_air() | ||
if (environment) | ||
var/datum/gas_mixture/sharkmaw_chlorine = new | ||
sharkmaw_chlorine.adjust_gas(/decl/material/gas/chlorine, 10) | ||
environment.merge(sharkmaw_chlorine) | ||
visible_message(SPAN_WARNING("\The [src]'s body releases some gas from the gills with a quiet fizz!")) | ||
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||
/mob/living/simple_animal/hostile/carp/shark/apply_attack_effects(mob/living/target) | ||
. =..() | ||
var/mob/living/L = target | ||
if(istype(L)) | ||
if(prob(25))//if one is unlucky enough, they get tackled few tiles away | ||
L.visible_message("<span class='danger'>\The [src] tackles [L]!</span>") | ||
var/tackle_length = rand(3,5) | ||
for (var/i = 1 to tackle_length) | ||
var/turf/T = get_step(L.loc, dir)//on a first step of tackling standing mob would block movement so let's check if there's something behind it. Works for consequent moves too | ||
if (T.density || LinkBlocked(L.loc, T) || TurfBlockedNonWindow(T) || DirBlocked(T, global.flip_dir[dir])) | ||
break | ||
sleep(2) | ||
forceMove(T)//maybe there's better manner then just forceMove() them | ||
L.forceMove(T) | ||
visible_message("<span class='danger'>\The [src] releases [L].</span>") | ||
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/decl/butchery_data/animal/fish/space_carp/shark | ||
meat_type = /obj/item/food/butchery/meat/fish/shark | ||
must_use_hook = TRUE | ||
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/obj/item/food/butchery/meat/fish/shark | ||
desc = "A fillet of cosmoshark meat." | ||
meat_name = "cosmoshark" | ||
color = "#cecece" | ||
center_of_mass = @'{"x":17,"y":13}' | ||
bitesize = 8 | ||
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/obj/item/food/butchery/meat/fish/shark/populate_reagents() | ||
. = ..() | ||
add_to_reagents(/decl/material/liquid/psychoactives, 1) | ||
add_to_reagents(/decl/material/gas/chlorine, 1) |
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uh, what the heck is this for. it looks like they maybe wanted to do a pickweight thing but it always just takes the first item? and it never decrements either so it's not a counter.
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Per Discord, it's taking the first spawn type for things like carp cubes that have multiple possible products.
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i don't see the other ones ever being used though? i only saw [1] and never pickweight