Commit Graph
2251 Commits
Author SHA1 Message Date
DwagoandWerner 2458d6ce50 Fixes a few bugs (#6072)
Fixes #6069
Fixes #6062
2019-02-23 23:41:39 +01:00
Mykhailo BykhovtsevandWerner e7ff9f8931 Making certain SMES and Blast Doors be critical + remapping Tesla APC and SM blast doors (#5993) 2019-01-29 13:23:35 +01:00
AlberykandErki 00ba1282c3 Changes how pain checks works in game (#5978)
This pr creates a new check, can_feel_pain, it checks for the NO_PAIN flag, if the target is under influence of mind altering drugs or strong painkillers. This check replaces all the species procs and fixes somethings, like people under the influence of pain killers still getting knocked out from pain and etc.
2019-01-27 13:48:12 +02:00
KaedwuffandErki 7aad2bdcd8 Changelings: Now with added Succ Logs (#5979)
On request from a member of staff, completing a DNA extraction or absorption generates an adminlog.
2019-01-26 14:02:58 +02:00
KaedwuffandErki 30487f42c0 Stage 1 Ling Rework (#5865)
This is Stage 1 of my ling rework. It is intended to be a standalone fix that corrects one of the particularly frustrating aspects of changeling, along with a few minor QoL tweaks. There WILL be more stuff later as I continue the rework, but this is sorely needed now.

Here is what it has done:
-There is now an ability called Absorb DNA available to all changelings, it has replaced the old ability of the same name.
--It can target anyone adjacent to you, and they can't move or it fails.
--It takes about 1/3 the time of a succ, but you don't have to grab them, you just have to chat with them or whatever to encourage them to remain put. You know, roleplay and stuff.
--It does not kill the target, or work on other changelings.
--After it is completed, you receive 1 DNA point
--Approximately 10-15 seconds after you complete the process, the target will receive a small but noticeable amount of genetic damage. This is do prevent people from immediately flipping the fuck out because they took damage and pointing at the person next to them as the cause.
--Attempting to absorb the DNA with someone who has over 100 genetic damage will cause them to become briefly stunned and husked.
2019-01-20 00:22:43 +02:00
ErkiandWerner f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
KaedwuffandErki d4cbac22b1 Better succing (#5855)
Using open-source resources I created a better bite and suck sound effect than the loud squishy noise we had for vampires.
2019-01-01 23:11:06 +02:00
DwagoandErki 89a61e95e2 Vamp Bite Tweaks (#5851)
The old code for whatever reason only stunned the person being bit for around 7 second then they could resist. This should keep them stunned long enough to be unable to resist for the full duration of the sucking
2018-12-30 19:51:07 +02:00
BurgerLUAandErki b1c1eaf2b3 Reverts #5773 and adds debug messages for Antag Selection (#5777)
See title. Extended was running 24/7 for some reason and I would like to know why.

Fixes #5776
2018-12-16 20:05:35 +02:00
BurgerLUAandErki 3b475be87b Fixes antag spawning issues (#5773)
Fixes #5772
This is a bug that seemed to have existed for a while and was not cause by my new system.
2018-12-16 01:35:13 +02:00
BurgerLUAandWerner 4cbd2f4e2c Gamemode Start Tweaks (#5719)
When the round refuses to start because of a lack of players or lack of antags, it will properly state this instead of stating that there aren't enough players.

The Wizard gamemode, and the Ninja gamemode, both have restrictions that prevent the gamemode from being launched if there are more than 15 players, unless it was voted specifically.
2018-12-11 20:38:31 +01:00
Mykhailo BykhovtsevandWerner 0338a7988d Ion rifle stun mode update (#5657)
- Ion rifle has now two firing modes: lethal and stun
- Lethal firing mode cost is increased, resulting rifle full charge to last for 6 shots. Stun mode has the original cost, making it 10 shots.
- In Stun mode if the object that was hit is an IPC - it will stun IPC for 5(unstackable) seconds. But if the object is not IPC it will EMP only that object.
- I have reworked sprites to display both lethal and stun modes just like Carbine energy gun.
- Ion rifle is now a wielded weapon
- IPC/Borgs with EMP resistance module do not get affected by stun and consume half of charge
2018-12-03 10:32:52 +01:00
BurgerLUAandWerner 2ed15f28d7 Added (#5642) 2018-11-21 22:10:55 +01:00
WernerandErki 38adc2f203 AIs cant be traitors (#5456)
AIs are no longer able to become traitors
Adds a gamemode where traitors and malf coexist.
2018-11-04 16:58:51 +02:00
BurgerLUAandErki c66b7c1941 Gamemode Requirement Tweaks (#5247)
A lot of the gamemodes had bad requirements for players and antags, and as a result, it would result in bad rounds that were either incredibly boring or one sided. Gamemodes would appear to be far too common, such as changeling and vampire, as the requirements for players and antags are VERY little.
2018-11-04 12:35:01 +02:00
KaedwuffandWerner 5e288af379 Adjustments to Wizard Spells (#5335) 2018-10-29 17:50:10 +01:00
KaedwuffandWerner 917c49201a Vampy tweak (#5469) 2018-10-27 21:55:46 +02:00
skull132 16eae6c246 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
#	maps/aurora/aurora-4_mainlevel.dmm
#	maps/aurora/aurora-7_roof.dmm
2018-10-07 01:33:20 +03:00
BurgerLUAandErki 4319c45133 Thirst Mechanics (#5255)
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.

For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.

Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.

The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png

You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.

Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.

Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
2018-10-07 00:14:47 +03:00
WernerandErki a6f3dc944b Allows IPCs to join as full cult members again (#5319) 2018-09-26 23:32:14 +03:00
AlberykandWerner d9e3aba71a Cult runes tweaks (#5311)
-you can't write runes on space or open space anymore
-teleporter runes do not work if they are on the central command level
-you can only summon nar'sie on the station's z levels
-improves the code a bit
2018-09-24 20:45:18 +02:00
AlberykandErki 58e12bbaf6 Couple of fixes. (#5206)
-fixes changeling rejecting their own organs after transformation
-fixes eating having the wrong sound
2018-09-01 20:54:57 +03:00
skull132 b6e8ae4d53 Merge branch 'master' into development
# Conflicts:
#	code/modules/reagents/reagent_containers/inhaler.dm
2018-08-05 20:29:03 +03:00
Mykhailo BykhovtsevandWerner b1a3703a9b Dionea anti-radiation drugs reaction (#5054)
As per request of Lore Dev team, this adds Dionea (allergic) reaction to any anti-radiation reagents. And also toxin regeneration from radiation ...
2018-08-04 21:21:22 +02:00
BurgerLUAandErki 8519dcc393 .loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
AlberykandErki 38c53205c9 Fix girders and cult rune layers (#5079)
-fixes #4395
-fixes #4766
-fixes #3425
2018-08-03 21:58:07 +03:00
AlberykandWerner ef31b71565 Removes gibs creation when using arm blade/shield (#5002)
* Good night sweet prince

* Adds changelog.
2018-07-26 20:02:31 +02:00
AlberykandWerner e33981c24a Vampire changes (#4979)
-vampires can't bite people wearing airtight helmets due to their necks being protected
-stopping to bite someone will now produce a visible message
-drinking blood, via glass or food, will increase a vampire's usable blood
-blood drain now plays a sound
2018-07-18 22:25:22 +02:00
skull132 8348bf711c Merge branch 'master' into development 2018-07-14 15:01:05 +03:00
AlberykandErki 4d8357d1e9 Changes how the conversion sound is played. (#4981)
The cult conversion sound now only play to the person being converted, instead of everyone around them.
2018-07-13 23:08:05 +03:00
LohikarandErki a15aa07307 Fix Phantom Globals (#4957)
Removes the phantom global definitions that Fowl found.

Fixes:

Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
2018-07-01 22:47:58 +03:00
Mykhailo BykhovtsevandErki 943ddded2b cult IPCs refactor (#4734)
Thread for discussion

This:

Makes IPC being convertable to cult

Does not allow IPC to draw runes, as they have no blood

Makes all cultists immune to cult's EMP. This way cultist IPCs and organics with prosthetic won't be killed in friendly fire.

Removes heat generation from EMP rune
2018-06-16 16:58:22 +03:00
WernerandErki 088e13ca10 IPC can be converted to the cult again, but only serve as constructs (#4779)
Due to the feedback the recent cult changes regarding IPCs have been adapted so they can be converted again, but only serve as constructs.
2018-05-24 20:59:02 +03:00
WernerandErki caaed22df2 IPCs cant be cultists (#4711)
Implements https://forums.aurorastation.org/viewtopic.php?f=18&t=11130
2018-05-13 18:16:55 +03:00
LohikarandErki 7ef4090f00 Z-Lights Mk 2 (#4383)
changes:
Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed.
Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting.
Openspaces have been made significantly less dark.
Corners no longer incorrectly always take the instant update pathway.
MultiZ helpers are now macros.
More things now properly respect area dynamic lighting settings.
2018-04-27 23:10:59 +03:00
LohikarandErki 9c33cc2e09 Minor refactors/fixes (#4589)
changes:

Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
2018-04-15 22:13:24 +03:00
skull132 25ef886bf9 Merge branch 'master' into development 2018-04-06 21:53:02 +03:00
RonandErki aedcaab802 Bug Fixes (#4527)
Fixes part of #4490
Fixes #4462
Fixes #4457
Fixes #3685
Closes #4331
Fixes #4254
Fixes #4258
Fixes #4209
Fixes #4030
Fixes #4525
Fixes #4461
Fixes #4524
2018-04-06 17:48:31 +03:00
LordFowlandErki 64e386785c Abling Disability (#4485)
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia

DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
2018-04-05 21:57:50 +03:00
RonandErki 7ab79f6b3f Fixes #3668 (#4528) 2018-04-05 21:56:49 +03:00
WernerandErki 84a4da5af4 Reworked the malf announcements a bit to not point directly to the AI (#4388)
Also uses proper RFC5424 syslog levels now.
2018-03-11 15:51:51 +02:00
kevinz000andErki c000070a5b Pixel Projectiles (#4105)
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
2018-03-10 17:13:24 +02:00
LohikarandErki a86398d0d2 Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.

Other changes:

LAssailant is now a weakref.
Some direct loc setting are now forceMove().
2018-03-08 09:39:53 +02:00
LordFowlandErki 453b039dfe Fixes More Devbugs (#4214)
Fixes #4195
Fixes #4199
Fixes #4162
Fixes #4194
2018-01-30 07:50:30 +02:00
LordFowlandLohikar ad00601b81 Ports /tg/ Brain Trauma (#3979) 2018-01-27 12:13:19 -06:00
LohikarandWerner 0abc1d2a65 Repath a bunch of things to /mob/abstract childtypes (#4111)
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.

* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
2018-01-24 11:27:14 +01:00
WernerandErki e1b1671667 Malf Buffs (#4049)
Severely Buffs the Malf AI:

Increases the speed and point bonus a single APC grants
Removed Failure from Advanced Encryption Hack (Announcements)
Reduced Failure Chance for Elite Encrytion Hack (Alert Levels)
2018-01-19 21:43:46 +02:00
Matt AtlasandLohikar 03fbd00e02 Lowers the Heist readied player requirement and minimum antags (#4023) 2018-01-16 01:15:10 -06:00
LordFowlandLohikar 93cbf1ec56 Unapologetic Big Brother Buffs (#4066)
Replaces the subversive elements report with a new report that details various metrics such as loyal crew, opposed crew, opposed departments, and a percentage of crew supportive of NT actions.
2018-01-07 19:53:31 -06:00
LohikarandErki 6f85f08718 Convert a bunch of legacy overlay calls to SSoverlays (#4015)
Bunch of overlay conversions I found in an old stash I had forgotten about.
2018-01-07 00:34:47 +02:00