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[Semi-modular] (The big) Akula species revamp (Skyrat-SS13#20131)
* initial i think * stuff * test * fix * close to publishing * k * raise akula tail 1 px * beginning of clothing * akula species trait initial * reviews and CI * head.dm runtime * some reviews * oops * oops 2x * review * job equipping * clothing flavor * forgot the .dme * runtime test * foundation to more clothing * errors * almost ready now * forgot * new loadout species restriction * null runtime * runtime test * sprite error * atleast fill this in * screenshot test * lots of descriptions * i forgot to add job clothing values * get_species_lore * prepare_human_for_preview fix will need new screenshot test probably * screenshot test fix Skyrat-SS13#20284 * loreupdate * write it better * forgor 💀 * dixel fix * sprite fix * job outfit armor changes * reviews * extra * desc formatting * linter * reviews part 1 * forgot * reviews part 2 * reviews part 3 * reviews part 4 * forgot * fixes * fix for aquatic digilegs * small * fire/water balancing like yin and yang * modularity thing * aquatic rename * A fix and change * moves sphere 1px and loadout thing * hair bugfiex * Te Velu Akko * head internals * more patches * akula eyenudge
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/// The axis of the `offset_features` list in the species datum | ||
#define INDEX_X 1 | ||
#define INDEX_Y 2 |
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code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_akula.png
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20 changes: 20 additions & 0 deletions
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modular_skyrat/master_files/code/datums/mood_events/generic_negative_events.dm
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// Species trait debuffs | ||
/datum/mood_event/dry_skin | ||
description = "My skin feels awfully dry...\n" | ||
mood_change = -2 | ||
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// Surgery mood debuffs | ||
/datum/mood_event/mild_surgery | ||
description = "Even if I couldn't feel most of it, it feels wrong being awake while somebody works on your body. Ugh!\n" | ||
mood_change = -1 | ||
timeout = 5 MINUTES | ||
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/datum/mood_event/severe_surgery | ||
description = "Wait, THEY CUT ME OPEN - AND I FELT EVERY SECOND OF IT!\n" | ||
mood_change = -4 | ||
timeout = 15 MINUTES | ||
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/datum/mood_event/robot_surgery | ||
description = "Having my robotic parts messed with while I was conscious felt wrong... if only I had a sleep mode!\n" | ||
mood_change = -4 | ||
timeout = 10 MINUTES |
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modular_skyrat/master_files/code/modules/clothing/head/akula_official.dm
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/obj/item/clothing/head/hats/caphat/azulean | ||
icon_state = "oldbloodcap" | ||
icon = 'modular_skyrat/master_files/icons/obj/clothing/head/akula_official.dmi' | ||
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/head/akula_official.dmi' | ||
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/obj/item/clothing/head/hats/caphat/azulean/old_blood | ||
name = "\improper Oldblood's royal cap" | ||
desc = "A peaked cap typically seen on nobles and high-rankers of the Agurkrral Royal Navy, this service hat has a long history in the Old Principalities. \ | ||
Comfortable and lightweight, the purpose of this cap has gradually shifted to becoming yet another method to flex rank. \n\n\ | ||
Threaded gold is often seen in the campaign cords attached to it, and the emblems on them grow more and more complex based on ranking; \ | ||
and of course, importance to the King." | ||
icon_state = "oldbloodcap" | ||
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/obj/item/clothing/head/hats/caphat/azulean/upstart | ||
name = "\improper Upstart's noble cap" | ||
desc = "A peaked cap widely seen across the New Principalities. \n\ | ||
Combining ideas from both the NRI and the Old Principalities, this cloneleather cap was made to be both inexpensive and easier to maintain than the elaborate headpieces worn by the older nobility. \ | ||
Border princes of all make and model are known to put their own personal emblems on these instead of any coherent ranking system, \ | ||
and the cap features a wider brim in order to shield Azulean eyes from the alien suns they intend to grasp." | ||
icon_state = "upstartcap" |
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modular_skyrat/master_files/code/modules/clothing/suits/skinsuits.dm
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/// A space-worthy skinsuit to be combined with the skinsuit armor | ||
/obj/item/clothing/under/skinsuit | ||
name = "\improper Voidcrosser stardress" | ||
desc = "The 'Voidcrosser'-pattern Stardress is a long-standing template upon which most Azulean spacesuits are made. \n\ | ||
This EVA suit is a single skintight garment, designed for flexibility and maneuverability while using jetpacks or any sort of thruster; \ | ||
Azuleans preferring to use more familiar swimming motions than most EVA workers. The 'Voidcrosser' applies similar technologies to traditional Shoredresses, \ | ||
utilizing high-tech fabrics and water pumps to exert pressure over the Azulean's body. \n\n\ | ||
An attached Shoredress helm is often used in conjunction with a third-party oxygen supply to allow one to breathe, \ | ||
and open pores in the suit allow the body to be cooled by the perspiration of internal water. \n\ | ||
These suits are reputable among orbital workers for having very little interference with movement, and easy storage by simply folding them inside of any bubble-shaped helmet." | ||
icon = 'modular_skyrat/master_files/icons/obj/clothing/under/akula.dmi' | ||
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/under/akula.dmi' | ||
icon_state = "skinsuit" | ||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | ||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS | ||
armor_type = /datum/armor/wetsuit_under | ||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS | ||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT_OFF | ||
resistance_flags = NONE | ||
female_sprite_flags = NO_FEMALE_UNIFORM | ||
supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON | ||
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/obj/item/clothing/under/skinsuit/Initialize(mapload) | ||
. = ..() | ||
AddComponent(/datum/component/wetsuit) | ||
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/obj/item/clothing/under/skinsuit/Destroy() | ||
. = ..() | ||
qdel(GetComponent(/datum/component/wetsuit)) | ||
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/obj/item/clothing/head/helmet/space/skinsuit_helmet | ||
name = "\improper Stardress helm" | ||
desc = "A reinforced type of 'Glass' often used particularly by Azulean boarding teams, this offshoot of the ones seen in Shoredresses is built to last. \n\ | ||
These make use of laminated glass rather than the typical 'flexiglass' of civilian models, allowing them not only durability, but to hold together when a shatter does occur; \ | ||
and for what remains to stay in the frame. These are typically made of up to four layers of the stuff, working unintentionally to ensure the faces of their wearers are difficult to identify. \n\n\ | ||
In addition, the interlayer gives the helms sound insulation properties, and the ability to block UV radiation. \ | ||
These helmets are known for being distinctly uncomfortable in comparison to their civilian counterparts; cramped and with only the most barebones climate control tech." | ||
icon = 'modular_skyrat/master_files/icons/obj/clothing/head/akula.dmi' | ||
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/head/akula.dmi' | ||
icon_state = "skinsuithelmet" | ||
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/obj/item/clothing/head/helmet/space/skinsuit_helmet/Initialize(mapload) | ||
. = ..() | ||
AddComponent(/datum/component/wetsuit) | ||
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/obj/item/clothing/head/helmet/space/skinsuit_helmet/Destroy() | ||
. = ..() | ||
qdel(GetComponent(/datum/component/wetsuit)) | ||
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/obj/item/clothing/suit/armor/riot/skinsuit_armor | ||
name = "\improper Shorebreaker plating" | ||
desc = "'Shorebreaker'-pattern Stardress plating was developed for Azulean boarding teams in service of the New Principalities. \ | ||
Kept resilient and maneuverable, Shorebreaker armor is built predominantly close-quarters breaching. \n\n\ | ||
Having sparse plating around the wearer's arms and legs, boarding teams are encouraged after their pod lands to do one thing: \ | ||
make use of their rapid movement, and render their enemies past tense. The armor is relatively hardy against ranged weapons, \ | ||
but the alloys involved are primarily constructed around resisting strikes from boarding axes, lances, and other common pirate-repellant weapons." | ||
icon = 'modular_skyrat/master_files/icons/obj/clothing/suits/akula.dmi' | ||
worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/suits/akula.dmi' | ||
icon_state = "skinsuitarmor" | ||
base_icon_state = "skinsuitarmor" | ||
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/obj/item/clothing/suit/armor/riot/skinsuit_armor/equipped(mob/user, slot) | ||
. = ..() | ||
if(slot != ITEM_SLOT_ICLOTHING) | ||
return | ||
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check_tail(user) | ||
update_appearance() | ||
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/obj/item/clothing/suit/armor/riot/skinsuit_armor/dropped(mob/user) | ||
. = ..() | ||
check_tail(user) | ||
update_appearance() | ||
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/// Pick an icon_state that matches nicer with tails if one is found on the wearer | ||
/obj/item/clothing/suit/armor/riot/skinsuit_armor/proc/check_tail(mob/living/carbon/human/user) | ||
icon_state = base_icon_state | ||
if(!user.dna.species.mutant_bodyparts["tail"]) | ||
return | ||
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icon_state = "skinsuitarmor_cutback" |
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