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kiwistation/code/game/gamemodes/shadowling/shadowling_items.dm
T
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
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.
2016-02-23 19:37:42 +01:00

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/obj/item/clothing/under/shadowling
name = "blackened flesh"
desc = "Black, chitinous skin."
item_state = null
origin_tech = null
icon_state = "shadowling"
has_sensor = 0
unacidable = 1
flags = ABSTRACT | NODROP
/obj/item/clothing/suit/space/shadowling
name = "chitin shell"
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
icon_state = "shadowling"
item_state = null
body_parts_covered = FULL_BODY //Shadowlings are immune to space
cold_protection = FULL_BODY
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT
slowdown = 0
unacidable = 1
heat_protection = null //You didn't expect a light-sensitive creature to have heat resistance, did you?
max_heat_protection_temperature = null
armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100)
flags = ABSTRACT | NODROP | THICKMATERIAL
/obj/item/clothing/shoes/shadowling
name = "chitin feet"
desc = "Charred-looking feet. They have minature hooks that latch onto flooring."
icon_state = "shadowling"
item_state = null
unacidable = 1
flags = NOSLIP | ABSTRACT | NODROP
/obj/item/clothing/mask/gas/shadowling
name = "chitin mask"
desc = "A mask-like formation with slots for facial features. A red film covers the eyes."
icon_state = "shadowling"
item_state = null
origin_tech = null
siemens_coefficient = 0
unacidable = 1
flags = ABSTRACT | NODROP
/obj/item/clothing/gloves/shadowling
name = "chitin hands"
desc = "An electricity-resistant covering of the hands."
icon_state = "shadowling"
item_state = null
origin_tech = null
siemens_coefficient = 0
unacidable = 1
flags = ABSTRACT | NODROP
/obj/item/clothing/head/shadowling
name = "chitin helm"
desc = "A helmet-like enclosure of the head."
icon_state = "shadowling"
item_state = null
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
origin_tech = null
unacidable = 1
flags = ABSTRACT | NODROP | STOPSPRESSUREDMAGE
/obj/item/clothing/glasses/night/shadowling
name = "crimson eyes"
desc = "A shadowling's eyes. Very light-sensitive and can detect body heat through walls."
icon = 'icons/obj/surgery.dmi'
icon_state = "ling_thermal"
item_state = null
origin_tech = null
vision_flags = SEE_MOBS
darkness_view = 1
invis_view = 2
flash_protect = -1
unacidable = 1
actions_types = list(/datum/action/item_action/hands_free/shift_nerves)
var/max_darkness_view = 8
var/min_darkness_view = 0
flags = ABSTRACT | NODROP
/obj/item/clothing/glasses/night/shadowling/attack_self(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.dna.species.id != "shadowling")
user << "<span class='warning'>You aren't sure how to do this...</span>"
return
H.dna.species.darksight = 0 //so our species' vision in the dark doesn't interfere.
var/new_dark_view
new_dark_view = (input(user, "Enter the radius of tiles to see with night vision.", "Night Vision", "[new_dark_view]") as num)
new_dark_view = Clamp(new_dark_view,min_darkness_view,max_darkness_view)
switch(new_dark_view)
if(0)
user << "<span class='notice'>Your night vision capabilities fade away for the time being.</span>"
else
user << "<span class='notice'>You shift your night vision capabilities to see [new_dark_view] tiles away.</span>"
darkness_view = new_dark_view
user.update_sight()