0ec876d9fe
The "set internals" button of tank items now turn green when it's used as internals. Removed research scanner from drones (since cyborgs don't have it, it's more consistent) Removed the ignore_madkadjust mask var. The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using. The item's action are now created on item/New() instead of trying to create it every time someone picks the item up. I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
109 lines
3.5 KiB
Plaintext
109 lines
3.5 KiB
Plaintext
/obj/item/clothing/under/shadowling
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name = "blackened flesh"
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desc = "Black, chitinous skin."
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item_state = null
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origin_tech = null
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icon_state = "shadowling"
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has_sensor = 0
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unacidable = 1
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flags = ABSTRACT | NODROP
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/obj/item/clothing/suit/space/shadowling
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name = "chitin shell"
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desc = "A dark, semi-transparent shell. Protects against vacuum, but not against the light of the stars." //Still takes damage from spacewalking but is immune to space itself
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icon_state = "shadowling"
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item_state = null
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body_parts_covered = FULL_BODY //Shadowlings are immune to space
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cold_protection = FULL_BODY
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min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
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flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT
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slowdown = 0
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unacidable = 1
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heat_protection = null //You didn't expect a light-sensitive creature to have heat resistance, did you?
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max_heat_protection_temperature = null
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armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100)
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flags = ABSTRACT | NODROP | THICKMATERIAL
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/obj/item/clothing/shoes/shadowling
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name = "chitin feet"
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desc = "Charred-looking feet. They have minature hooks that latch onto flooring."
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icon_state = "shadowling"
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item_state = null
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unacidable = 1
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flags = NOSLIP | ABSTRACT | NODROP
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/obj/item/clothing/mask/gas/shadowling
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name = "chitin mask"
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desc = "A mask-like formation with slots for facial features. A red film covers the eyes."
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icon_state = "shadowling"
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item_state = null
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origin_tech = null
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siemens_coefficient = 0
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unacidable = 1
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flags = ABSTRACT | NODROP
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/obj/item/clothing/gloves/shadowling
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name = "chitin hands"
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desc = "An electricity-resistant covering of the hands."
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icon_state = "shadowling"
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item_state = null
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origin_tech = null
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siemens_coefficient = 0
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unacidable = 1
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flags = ABSTRACT | NODROP
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/obj/item/clothing/head/shadowling
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name = "chitin helm"
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desc = "A helmet-like enclosure of the head."
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icon_state = "shadowling"
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item_state = null
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
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origin_tech = null
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unacidable = 1
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flags = ABSTRACT | NODROP | STOPSPRESSUREDMAGE
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/obj/item/clothing/glasses/night/shadowling
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name = "crimson eyes"
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desc = "A shadowling's eyes. Very light-sensitive and can detect body heat through walls."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "ling_thermal"
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item_state = null
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origin_tech = null
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vision_flags = SEE_MOBS
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darkness_view = 1
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invis_view = 2
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flash_protect = -1
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unacidable = 1
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actions_types = list(/datum/action/item_action/hands_free/shift_nerves)
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var/max_darkness_view = 8
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var/min_darkness_view = 0
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flags = ABSTRACT | NODROP
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/obj/item/clothing/glasses/night/shadowling/attack_self(mob/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.dna.species.id != "shadowling")
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user << "<span class='warning'>You aren't sure how to do this...</span>"
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return
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H.dna.species.darksight = 0 //so our species' vision in the dark doesn't interfere.
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var/new_dark_view
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new_dark_view = (input(user, "Enter the radius of tiles to see with night vision.", "Night Vision", "[new_dark_view]") as num)
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new_dark_view = Clamp(new_dark_view,min_darkness_view,max_darkness_view)
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switch(new_dark_view)
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if(0)
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user << "<span class='notice'>Your night vision capabilities fade away for the time being.</span>"
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else
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user << "<span class='notice'>You shift your night vision capabilities to see [new_dark_view] tiles away.</span>"
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darkness_view = new_dark_view
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user.update_sight()
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