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Merge pull request #5457 from ARF-SS13/butts
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town
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Tk420634 authored Oct 11, 2024
2 parents 8c4cc4f + 77a931f commit 6a135f2
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Showing 16 changed files with 72 additions and 72 deletions.
4 changes: 2 additions & 2 deletions arfsuits.dm
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Expand Up @@ -3326,7 +3326,7 @@
item_state = "vest_follower"

/obj/item/clothing/suit/armor/medium/vest/town
name = "New Boston flak vest"
name = "dusty flak vest"
desc = "A refurbished flak vest, repaired by the Nash Police Department. The ballistic nylon has a much tougher weave, but it still will not take acid or most high-powered rounds."
icon = 'icons/fallout/clothing/armored_light.dmi'
mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi'
Expand Down Expand Up @@ -3476,7 +3476,7 @@
armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1)

/obj/item/clothing/suit/armor/medium/vest/breastplate/oasis
name = "New Boston steel breastplate"
name = "dusty steel breastplate"
desc = "a steel breastplate, inspired by a Pre-Fall design. Looks like Nash citizens added an additional layer of metal on the front face."
icon = 'icons/fallout/clothing/armored_medium.dmi'
mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi'
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2 changes: 1 addition & 1 deletion code/__DEFINES/preferences.dm
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Expand Up @@ -94,7 +94,7 @@
#define EXP_TYPE_SCRIBE "Scribe"
#define EXP_TYPE_DECANUS "Decanus"
#define EXP_TYPE_TRIBAL "Tribal"
#define EXP_TYPE_FOLLOWERS "New Boston Clinic"
#define EXP_TYPE_FOLLOWERS "Town Clinic"
#define EXP_TYPE_OUTLAW "Redwater Townie"
#define EXP_TYPE_KHAN "Great Khans"
#define EXP_TYPE_CLUB "Heavens Night"
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2 changes: 1 addition & 1 deletion code/__DEFINES/radio.dm
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Expand Up @@ -69,7 +69,7 @@
#define RADIO_KEY_ENCLAVE "z"
#define RADIO_TOKEN_ENCLAVE ":z"

#define RADIO_CHANNEL_TOWN "New Boston"
#define RADIO_CHANNEL_TOWN "Town"
#define RADIO_KEY_TOWN "f"
#define RADIO_TOKEN_TOWN ":f"

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2 changes: 1 addition & 1 deletion code/controllers/subsystem/economy.dm
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Expand Up @@ -222,7 +222,7 @@ SUBSYSTEM_DEF(economy)
"be used to fund a use for all these corpses you've all been sending us",
"go towards putting out the River of Flame",
"pay to put food on your family",
"help fund moving New Boston 20 meters to the left",
"help fund moving all the trees 20 meters to the left",
"go towards putting up wallpaper in the Portal Shelters",
"be put in the Rainy Day fund",
"help fund the Bras for Broken Backs charity",
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22 changes: 11 additions & 11 deletions code/controllers/subsystem/nightcycle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -30,28 +30,28 @@ SUBSYSTEM_DEF(nightcycle)
wait = 10 SECONDS
// Control vars
var/current_time = DAYTIME
var/current_sun_color = "#FFFFFF"
var/current_sun_power = 230
var/current_sun_color = "#bf9292"
var/current_sun_power = 40

// Variables for badmining
var/sunrise_sun_color = "#6a5649"
var/sunrise_sun_power = 65
var/sunrise_sun_power = 35
var/morning_sun_color = "#825415"
var/morning_sun_power = 115
var/morning_sun_power = 55
var/latemorn_sun_color = "#835617"
var/latemorn_sun_power = 155
var/latemorn_sun_power = 75
var/daytime_sun_color = "#959376"
var/daytime_sun_power = 185
var/daytime_sun_power = 90
var/afternoon_sun_color = "#787665"
var/afternoon_sun_power = 165
var/afternoon_sun_power = 80
var/lateafternoon_sun_color = "#646353"
var/lateafternoon_sun_power = 145
var/lateafternoon_sun_power = 75
var/sunset_sun_color = "#6a4c21"
var/sunset_sun_power = 105
var/sunset_sun_power = 52
var/fullsunset_sun_color = "#863d48"
var/fullsunset_sun_power = 55
var/fullsunset_sun_power = 22
var/nighttime_sun_color = "#4e5058"
var/nighttime_sun_power = 1 // dark as shit brooo
var/nighttime_sun_power = 0 // dark as shit brooo

/// If defined with any number besides null it will determine how long each cycle lasts.
// var/custom_cycle_wait = 1600 SECONDS
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4 changes: 2 additions & 2 deletions code/controllers/subsystem/ticker.dm
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Expand Up @@ -581,7 +581,7 @@ SUBSYSTEM_DEF(ticker)

/datum/controller/subsystem/ticker/proc/send_news_report()
var/news_message
var/news_source = "New Boston Publishing"
var/news_source = "Wasteland Publishing"
switch(news_report)
if(NUKE_SYNDICATE_BASE)
news_message = "In a daring raid, the heroic crew of [station_name()] detonated a nuclear device in the heart of a terrorist base."
Expand Down Expand Up @@ -629,7 +629,7 @@ SUBSYSTEM_DEF(ticker)
if(SSblackbox.first_death)
var/list/ded = SSblackbox.first_death
//fortuna addition. list of random names for the roundend news investigator
var/list/investigator = list("New Boston Investigators","A band of couriers","Patrolling wasters","A few mysterious strangers")
var/list/investigator = list("Wasteland Investigators","A band of couriers","Patrolling wasters","A few mysterious strangers")
if(ded.len)
news_message += "[pick(investigator)] discovered the corpse of a person of interest in the area. Their name was: [ded["name"]], the [ded["role"]], who died in a nearby [ded["area"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]"
else
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12 changes: 6 additions & 6 deletions code/game/machinery/porta_turret/portable_turret.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1846,7 +1846,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Fires a burst of 9mm bullets \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Fires a burst of 9mm bullets \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
Expand Down Expand Up @@ -1881,7 +1881,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Fires a burst of 5.56mm shells \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Fires a burst of 5.56mm shells \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
Expand All @@ -1899,7 +1899,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Fires a spray of buckshot \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Fires a spray of buckshot \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
Expand All @@ -1916,7 +1916,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Fires a big fat .50 BMG round \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Fires a big fat .50 BMG round \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
Expand All @@ -1935,7 +1935,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Will blast its frickin railgun \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Will blast its frickin railgun \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
Expand All @@ -1954,7 +1954,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "syndie_off"
base_icon_state = "syndie"
desc = "A friendly turret here to keep New Boston (or wherever it currenly is) nice and safe! Fires a spray of lasers \
desc = "A friendly turret here to keep everyone (or wherever it currenly is) nice and safe! Fires a spray of lasers \
at any wasteland annoyances that come too close. Its targetting sensors purposefully ignore friendly targets, like you! \
<br><br>\
Don't worry! This thing is ON YOUR SIDE! Seriously, this thing is so fervently aligned with you that it may as well be \
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2 changes: 1 addition & 1 deletion code/game/objects/effects/landmarks.dm
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Expand Up @@ -1144,7 +1144,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
icon_state = "Medical Doctor"

/obj/effect/landmark/start/f13/followersguard
name = "New Boston Paramedic"
name = "Town Paramedic"
icon_state = "Security Officer"

/obj/effect/landmark/start/f13/followersvolunteer
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12 changes: 6 additions & 6 deletions code/game/objects/items/devices/radio/encryptionkey.dm
Original file line number Diff line number Diff line change
Expand Up @@ -178,46 +178,46 @@
channels = list(RADIO_CHANNEL_ENCLAVE = 1)

/obj/item/encryptionkey/headset_town
name = "New Boston radio encryption key"
name = "town radio encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f."
icon_state = "cypherkey"
channels = list(RADIO_CHANNEL_TOWN = 1)

/obj/item/encryptionkey/headset_town/lawman
name = "New Boston Sheriff radio encryption key"
name = "town Sheriff radio encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f.\
\nTo access the Nash sheriff channel, use :l"
icon_state = "cypherkey"
channels = list(RADIO_CHANNEL_TOWN = 1, RADIO_CHANNEL_TOWN_PD = 1)

/obj/item/encryptionkey/headset_town/commerce
name = "New Boston commercial radio encryption key"
name = "town commercial radio encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f.\
\nTo access the Nash commerce channel, use :j"
icon_state = "cypherkey"
channels = list(RADIO_CHANNEL_TOWN = 1, RADIO_CHANNEL_TOWN_COMMERCE = 1)

/obj/item/encryptionkey/headset_town/guild
name = "New Boston guild encryption key"
name = "town guild encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f.\
\nTo access the Nash guild channel, use :g"
icon_state = "cypherkey"
channels = list(RADIO_CHANNEL_TOWN = 1, RADIO_CHANNEL_GUILD = 1)

/obj/item/encryptionkey/headset_town/medical
name = "New Boston medical radio encryption key"
name = "town medical radio encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f.\
\nTo access the Nash medical channel, use :m"
icon_state = "cypherkey"
channels = list(RADIO_CHANNEL_TOWN = 1, RADIO_CHANNEL_MEDICAL = 1)

/obj/item/encryptionkey/headset_town/mayor
name = "New Boston mayor radio encryption key"
name = "town mayor radio encryption key"
desc = "An encryption key for a radio headset.\
\nTo access the Nash channel, use :f.\
\nTo access the Nash mayor, use :y.\
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44 changes: 22 additions & 22 deletions code/game/objects/items/devices/radio/headset.dm
Original file line number Diff line number Diff line change
Expand Up @@ -409,7 +409,7 @@ GLOBAL_LIST_INIT(channel_tokens, list(

/obj/item/radio/headset/headset_town/guild
name = "guild radio headset"
desc = "This is used by the residents of the new boston guild.\nTo access the guild channel, use :g as in guild or f to talk in new boston channel."
desc = "This is used by the residents of the towns guild.\nTo access the guild channel, use :g as in guild or f to talk in town channel."
icon_state = "mine_headset"
item_state = "headset_alt"
keyslot = new /obj/item/encryptionkey/headset_town/guild
Expand All @@ -422,45 +422,45 @@ GLOBAL_LIST_INIT(channel_tokens, list(
keyslot = new /obj/item/encryptionkey/headset_biker

/obj/item/radio/headset/headset_town
name = "New Boston radio headset"
desc = "This is used by the town of New Boston.\
\nTo access the New Boston channel, use :f."
name = "town radio headset"
desc = "This is used by the town of town.\
\nTo access the town channel, use :f."
icon_state = "mine_headset"
keyslot = new /obj/item/encryptionkey/headset_town

/obj/item/radio/headset/headset_town/lawman
name = "New Boston sheriff radio headset"
desc = "This is used by New Boston's local sheriff force. Protects ears from flashbangs.\
\nTo access the New Boston channel, use :f.\
\nTo access the New Boston sheriff channel, use :l."
name = "town sheriff radio headset"
desc = "This is used by town's local sheriff force. Protects ears from flashbangs.\
\nTo access the town channel, use :f.\
\nTo access the town sheriff channel, use :l."
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
bowman = TRUE
keyslot = new /obj/item/encryptionkey/headset_town/lawman

/obj/item/radio/headset/headset_town/commerce
name = "New Boston commerce radio headset"
desc = "This is used by New Boston's small business owners.\
\nTo access the New Boston channel, use :f.\
\nTo access the New Boston commerce channel, use :j."
name = "town commerce radio headset"
desc = "This is used by town's small business owners.\
\nTo access the town channel, use :f.\
\nTo access the town commerce channel, use :j."
keyslot = new /obj/item/encryptionkey/headset_town/commerce

/obj/item/radio/headset/headset_town/mayor
name = "New Boston mayoral radio headset"
desc = "This is used by New Boston's mayor (and secretary). Protects ears from flashbangs.\
\nTo access the New Boston channel, use :f.\
\nTo access the New Boston mayor channel, use :y.\
\nTo access the New Boston sheriff channel, use :l.\
\nTo access the New Boston medical channel, use :m.\
\nTo access the New Boston commerce channel, use :j."
name = "town mayoral radio headset"
desc = "This is used by town's mayor (and secretary). Protects ears from flashbangs.\
\nTo access the town channel, use :f.\
\nTo access the town mayor channel, use :y.\
\nTo access the town sheriff channel, use :l.\
\nTo access the town medical channel, use :m.\
\nTo access the town commerce channel, use :j."
bowman = TRUE
command = TRUE
keyslot = new /obj/item/encryptionkey/headset_town/mayor

/obj/item/radio/headset/headset_town/medical
name = "New Boston medical radio headset"
desc = "This is used by New Boston's medical folk.\
\nTo access the New Boston channel, use :f.\
name = "town medical radio headset"
desc = "This is used by town's medical folk.\
\nTo access the town channel, use :f.\
\nTo access the medical channel, use :m"
icon_state = "med_headset"
keyslot = new /obj/item/encryptionkey/headset_town/medical
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2 changes: 1 addition & 1 deletion code/game/objects/items/storage/briefcase.dm
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@
new /obj/item/storage/box/funds(src)

/obj/item/storage/box/funds
name = "New Boston operating funds"
name = "town operating funds"
desc = "A box filled with both local and foreign currency, to cover unexpected purchases"

// Secretary spawns with all 3 types of money for negotatiating with any side. ~325 caps worth
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2 changes: 1 addition & 1 deletion code/modules/WVM/wmv_buyer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -948,7 +948,7 @@ Fence
*/

/obj/machinery/mineral/wasteland_trader/bountyticket
name = "New Boston Bounty Ticket Machine"
name = "Bounty Ticket Machine"
desc = "This vending machine accepts bounty tickets in exchange for copper. Make the Wasteland safer, and yourself richer, one bullet at a time."

buyables_loose = list(
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2 changes: 1 addition & 1 deletion code/modules/clothing/head/f13factionhead.dm
Original file line number Diff line number Diff line change
Expand Up @@ -814,7 +814,7 @@
AddComponent(/datum/component/armor_plate)

/obj/item/clothing/head/f13/town/officer
name = "New Boston officer's cap"
name = "town officer's cap"
desc = "A simple dark navy peaked cap, worn by police."
icon = 'icons/fallout/clothing/hats.dmi'
mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi'
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