Commit Graph

2449 Commits

Author SHA1 Message Date
Alberyk
15bfb052d7 Martial arts improvements and additions (#6094)
-adds framework for weapons based martial arts, implementing a very basic swordsmanship
-makes the martial art books more modular
-fixes some minor issues with some of the martial art code
-adds amohdan swordsmen gear, to be used in a future event/sold by the merchant
- fixes #6083
2019-03-10 23:38:00 +02:00
ParadoxSpace
aa24931e10 Duffelbag Resprite/Tweak (#6110)
The old ones were blatantly not duffelbags, nor did they line up with the icon sprites. They are now more visually distinct, hold more than a regular bag, but have a slowdown of 1.
2019-03-10 01:31:53 +02:00
Alberyk
cfce90a93c Bug fixes: vaurca sprite, doors and ration (#6122) 2019-03-08 18:59:07 +01:00
Alberyk
35822ec970 Fixes aut'akh repair (#6104)
This pr allow aut'akh to repair their assisted organs without having to do impossible robotics surgery on them.
2019-03-01 19:55:24 +02:00
Alberyk
9d32fc3395 Tajaran cuisine: the second revolution (#6066) 2019-02-25 15:16:02 +01:00
Kaedwuff
1687f4ea6b Bigger Explosive Implants (#5631) 2019-02-20 13:29:17 +01:00
ParadoxSpace
a8fb8606e1 adds more dumb unathi shoes (#6025)
adds some more durable caligae as to not literally wear sandals to drop wrenches upon. adds differing tajaran and unathi sprites to fit their different feet. makes unathi feet durable.
2019-02-11 23:10:34 +02:00
Werner
e025217454 The Butchers cleaver can now be stored in the belt slot (#6004)
Implements: https://forums.aurorastation.org/topic/11077-allow-the-butchers-cleaver-to-go-into-the-belt-slot/
2019-02-06 21:59:56 +02:00
Dwago
ab0b1ee6f7 Add's the Hermes mech to robotics. (#5959) 2019-02-03 14:30:56 +01:00
Alberyk
917449718d More tau ceti foreign legion fixes (#5995)
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser
2019-01-29 16:45:37 +01:00
Alberyk
176d66437b Replaces the tranquilizer rifle magazine with a box (#5952)
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
2019-01-27 17:32:22 +02:00
Alberyk
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
Alberyk
76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00
VTCobaltblood
5387075b1d Knives now eyestab (#5922)
All knives (including the trench knife, which was previously a sword, and now has lost its ridiculously low chance to parry) have been moved to the knife datum, which are defined by their ability to eyestab, and be concealed in boots. The butcher's cleaver and the meat hook are no longer considered knives - the cleaver is now a hatchet, and the hook is a regular weapon.
The tactical knife has been buffed, and deals 18 damage, to be superior/equivalent in power to the steel bat, considering that it's an illegal/hidden item.
2019-01-11 23:09:20 +02:00
Conspiir
c67490a4d4 What am I smoking?: Taste it! (#5890)
Now you can taste what's in your cigarette. That means if you put a dried tomato in your pipe, you're going to actually taste tomato. I've been assured that smoking things is hot, so the reagents inside will reflect that. They will be hot. Almost like you set them on fire!

This does not apply to IPCs. They should not taste anything, but still be able to smoke as they have before. I will not be the one to stop TV faces from stuffing a cigarette in their slot.

*Because of restrictions on our tasting system, some things you stuff in there will be indescribable. This just means you've decided to smoke a lot of things and nothing stands out as a flavor. For best results, make cigarettes or pipes with items that have only one or two reagents in them.

This has lowered the length of time you smoke a single cigarette by a few seconds. Not a huge deal, considering they still last like 5 minutes.
2019-01-09 22:47:35 +02:00
Alberyk
68c9a53148 Adds new three dishes (#5907)
This pr adds three new dishes, and two recipes, at the request of a player that made those sprites.
2019-01-07 20:45:20 +02:00
VTCobaltblood
c004e0dd24 Renames Nervousness to Stuttering (#5906) 2019-01-07 01:02:38 +02:00
Dwago
4fa01b53a8 Fix's Misc Bugs (#5900)
Fixes #5887
Fixes #5896
2019-01-07 00:27:53 +02:00
Mykhailo Bykhovtsev
70824906c5 Live Animal Traps (#5744)
In summary:

changes path of beartrap to make it a generic trap

Updated paths everywhere

Adds small trap, can capture mice, lizards, chick and spiderlings.

Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.

Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.

Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
2019-01-07 00:16:02 +02:00
Erki
f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
Werner
bccea1462e Updates the bluespace artillery. (#5878)
* Updates the bluespace artillery.

Cleans up the code a bit and adds new capabilities

* Code Quality + Changelog
2019-01-03 01:11:22 +01:00
Conspiir
f8bc8c0c61 Adds Steamed Crab Legs (#5869)
Allows chefs to make "steamed crab legs" which is just plain tasty.

Crabs drop crab legs when butchered (testing shows they drop 3 from the gibber).
10u water, 1 spread, 1u salt, 1 crab legs makes steamed crab legs

I made a box of 5 crab legs (in a similar fashion to the clams) that are meant to be orderable from cargo. Crabs aren't exactly common on Aurora, after all.

Sprites for the legs and the dish are thanks to Meowy with minor photoshop editing from myself.
2019-01-02 19:11:22 +01:00
Alberyk
ed0297a697 The Tau Ceti Foreign Legion (#5779)
This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
2018-12-30 12:06:21 +01:00
Conspiir
f8e4cfc2dc Donut box bugfix (#5854)
Fixes #5825
2018-12-28 19:22:48 +01:00
Erki
d84e04b35c :ree: vert (#5844) 2018-12-28 00:34:31 +01:00
Erki
c23065ff2c Fixes the paper (#5829) 2018-12-24 21:21:16 +01:00
OneOneThreeEight
73c094bc86 Fixes an issue with firing pin boxes being filled incorrectly + fix to farmbots (#5747)
Fixes #5748
2018-12-11 13:11:43 +02:00
BurgerLUA
b934e1a5f0 Chemistry Map + Equipment Improvements (#5633)
Remapped Chemistry a bit to include more missing equipment, as well as to make it more spacious and less compact. AutoInhalers and autoinjectors were added to the chemistry locker. Most of stuff found in chemistry was added to the chemistry locker for space reasons. Medical belts can now store inhalers and inhaler cartridges. Same with the smartfridge.
2018-12-10 23:34:29 +01:00
Kaedwuff
d728ccc625 Less Stupid Fireaxes (#5668)
Fireaxes now attack much slower, but also no longer embed constantly in everyone you attack, or everyone nearby the general vicinity of your attack.
2018-12-10 20:57:56 +01:00
BurgerLUA
7adb64e3dc Implements New Gas Mask Sprites (#5627)
Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.
2018-12-10 21:38:33 +02:00
Alberyk
59be553606 Material door updates: lock and damage (#5659)
-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc
2018-12-08 21:40:06 +01:00
OneOneThreeEight
4da823781e Firing pin acquisition 2: electric boogaloo (#5684)
* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
2018-12-08 16:43:03 +01:00
LordFowl
c2953f3062 The Dangers of Teleportation (#5651)
Teleportation using the do_teleport() proc will now have violent effects if you teleport into an unoccupied space. This currently does not effect teleportation that does not use the do_teleport() proc (wizards, ninjas, cultists).

If there is an object in your destination, and that object is both anchored and dense or opaque (turfs, tables, etcetera), then you will partially phase into the object. If you are a mob you will lose a limb, and if you are an object you will become damaged (if the object has an ex_act() defined). Then an explosion will occur based on your size (Most explosions are large enough only to damage the destination turf itself). You will be shunted into the nearest unoccupied space.

If there is NO adjacent unoccupied space, you will instead be destroyed. Mobs will gib, and objects will have crush_act called. The resulting explosion will be larger.
2018-12-02 00:14:02 +01:00
Alberyk
107b0aec01 Fixes cutlery ignoring the target's nutriment fullness (#5638)
Spoons used to allow people to ignore the fact they were already full, this should fix this.
2018-11-20 00:13:43 +02:00
Alberyk
1d4679b386 Fixes being able to use dna injectors on species without dna (#5632)
* Fixes a genetics exploit.

* Adds changelog
2018-11-18 23:15:30 +01:00
Werner
b9ccdbb9e8 Allows to store the anti body scanner in the medical belt (#5609) 2018-11-15 19:28:53 +01:00
BurgerLUA
c35ce60a50 Cigarette Fixes (#5597)
There was an issue with one of the travis checks that caused reagents with incorrect specific heat values to sneak into the game and cause havok. This fixes that.

Fixes #5594
Fixes #5593
2018-11-12 09:39:28 +02:00
Alberyk
ba6759d206 Fixes mechas and vehicle being unable to trigger land mines (#5591)
* Adds landmine and mecha interactions.

* Adds changelog.
2018-11-12 01:09:29 +01:00
BurgerLUA
575372ea6b Fixes Phoron Salts Again (#5585)
Because I'm an idiot I realised that phoron salt bombs are actually impossible because water turns to ice when frozen, and you need frozen water in order to make a working bomb.

I also fixed a few bugs regarding cryo/pyro mixes in reagents. It only took me 5 hours to figure out.

I also made Phoron Salts containers spawn with a stable temperature so admins don't blow up when they mess around with it.

I adjusted the explosion size of phoron salts so that absolute best case scenario, you can make a bomb that has the destructive radius of a screen.
2018-11-10 22:29:40 +01:00
Werner
54b56fffac Bugfixes (#5554)
A few bugfixes.

Fixes the cam networks in the bar / library / chapel / kitchen / hydroponics
Adds additional monkeys to xenobio
Increases the amount of fuel thrown by the flamethrower
Changes the L6 to use the correct icon states depending on the ammo
Fixes messed up astroid tiles
2018-11-05 22:39:42 +02:00
ParadoxSpace
85fe79ac11 Adds Hair Pins (#5474)
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.

This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
2018-11-04 00:29:12 +02:00
BurgerLUA
1b10bb1fe5 Temperature Reagent System (#5423)
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
2018-11-04 00:17:40 +02:00
VTCobaltblood
76dcd0a128 Lighter tweaks (#5479)
Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.
2018-11-01 01:48:43 +02:00
Alberyk
b556b67c15 Adds slot machines (#5482)
This pr ports the slot machines from tg, as suggested in the forums. They are not implemented anywhere in the map, but can be built using a board that you can print in research.
2018-11-01 01:40:45 +02:00
Alberyk
47b16ab8a3 Adds the electric razor (#5415)
-adds the electric razor, that allow you to shave the hair or beard of your target
-fixes #5228 and any species transformation keeping the old hair in
2018-10-27 20:54:37 +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
Alberyk
b9ce0fea8e Fix two bugs this time. (#5354)
-fixes #5348
-fixes the chocolate box having broken sprites
2018-10-05 15:41:27 +02:00
BurgerLUA
ab3400e5ef Adds 10 Chocolate Bars (#5347) 2018-10-04 23:36:55 +03:00
Alberyk
69f92be449 Another fashion update: dress, medical gown and fannypack edition (#5296)
-adds some new dresses ported from polaris and tg to the custom loadout, at some players request
-adds the medical gown, replacing the white jumpsuit in patient's closet, suggested here: https://forums.aurorastation.org/viewtopic.php?f=18&t=11622&
-adds fannypacks to the loadout
-adds some xeno hardsuit sprites, ported from polaris
2018-09-30 22:15:02 +03:00
Alberyk
28c6a2749f Fixes fingerless gloves and bacon burger (#5339)
* Fixes the bacon burger.

* Fixes the fingerless gloves.

* Fixes the chocolate box too.
2018-09-30 20:12:38 +02:00