Commit Graph

553 Commits

Author SHA1 Message Date
Matt Atlas
5a6d7cff96 Bigger, more varied pain messages. (#6914)
* MY BONES, MY BONES, AAAAA

* get me off mr pain's wild ride

* Kore ga Requiem da.

* I hate you Travis. Die die die die die die die die.
2019-09-04 20:21:24 +02:00
Alberyk
6cfe5158aa Fixes aut'akh organs causing liver failure (#6910)
Turns out that one of the augments deals toxin when used, triggering liver damage easily.
2019-08-28 21:11:15 +03:00
MarinaGryphon
bd5884c89a Circuits Update One (#6852)
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
2019-08-25 21:44:42 +03:00
Alberyk
44013b67b6 Tweaks black k'ois a bit. (#6848)
-limits how much brain damage black k'ois can cause
-phoron does not hurt people with the black k'ois parasite anymore
-black k'ois plants have their proper name now
-k'ois parasite now gives tech levels
2019-08-20 00:05:58 +03:00
Geeves
b2fb039ee3 Liver Tweaks (#6874)
The liver's ability to deal with toxins was super ultra giga-bad. This lead to damage that was pretty annoying to deal with, and definite round-enders for Vaurca.
This PR adds a tolerance level to livers, and gives Vaurca and Vox livers a higher tolerance to toxins, that being up to 20 toxins. It also minorly boosts all the other species' tolerance to 5 toxins, rather than 3.
Vaurca get the toxin chemical added to their bloodstream when they breathe in oxygen, so damage will persist if you start breathing phoron after having no oxygen for a bit. Get to medical ASAP if this happens, anti-toxin will nullify the liver damaging process completely.
With this update, you have slightly more leeway with lag and mask switches.
2019-08-16 23:11:12 +03:00
Geeves
fc3b3dd658 (Liver) Organ Damage: Begone Toxins (#6757) 2019-08-02 22:03:55 +02:00
MarinaGryphon
68dd51121c Makeshift Chemistry and Medical (#6618)
Skull is fucking CRYING right now.
2019-07-26 11:57:05 +03:00
Alberyk
d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
Alberyk
1e119caada Ceres' additions part two (#6747)
Adds more things at the request of the lore team.
2019-07-21 22:11:29 +03:00
Mykhailo Bykhovtsev
3691d5ddda Diona detaching limbs (#6496)
Adds ability for Gestalt to detach their limb nymphs and use them for scouting or whatever.

    Detached Nymph can switch back and forth between controlling Gestalt or nymph

    Detached nymph can merge back into Gestalt, restoring lost limb instantly.

    Makes initialization of Diona nymphs based on external organs it has, not a hardcoded number

    No longer Nymphs spawn on turf and move into Gestalt during initial setup.

    No longer removing internal limbs would cause spawn of nymph. Only external organs do that now.

Timers:

    Adds new proc in timers that calls the callback and deletes timer afterwards. Used when you need to make active timer execute now.
2019-07-13 11:18:26 +03:00
Alberyk
f636425d74 Removes an unused species (#6585) 2019-06-19 18:19:36 +02:00
Alberyk
4014355de8 Organizes species datums and icons better (#6440) 2019-05-19 15:49:29 +02:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
ParadoxSpace
56e32b30fb Aut'akh Limb Crate (And Others) (#6310) 2019-04-23 00:23:18 +02:00
Alberyk
7dc4eb904f Adds boneless vaurca (#6291) 2019-04-18 23:27:45 +02:00
Alberyk
3313327b5b Fixes blood not setting species properly when being extracted (#6264) 2019-04-09 08:49:16 +02:00
Alberyk
025ba72c1f Fixes more off-worlder human issues (#6206)
- fixes #6204
- fixes #6205
2019-03-25 00:29:08 +02:00
Alberyk
97bcd70b1a Adds Off-Worlder Humans (#6078) 2019-03-13 00:59:04 +01:00
Mykhailo Bykhovtsev
d01979b9ed Replacing carp/shark sprites. (#6121)
This PR replaces carps and sharks sprites. by thread https://forums.aurorastation.org/topic/11503-space-carpspace-shark-aesthetic-change/

Replaces carp/shark sprites

Moves shark sprites into animal.dmi file. Removes spaceshark.dmi

Old sprites of carp and shark remain. Also made a new mobs that uses old carp and shark sprites

Moves all NPC sprite files into icons/mob/npc folder, for organization.

Updates all paths.
2019-03-11 23:01:23 +02:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk
edd11d37c3 Aut'akh unathi fixes: limbs and loadout (#6091) 2019-02-24 12:17:19 +01:00
Alberyk
af2ad442e2 Fixes an issue with an organ going invisible. (#6065)
This fixes an issue with organs taking the east direction and causing some body parts getting invisible icons when removed.
2019-02-17 18:45:11 +02:00
Alberyk
8d01599af4 Autakh unathi fixes. (#6020)
This pr fixes some issues with the Aut'akh unathi subspecies, such as them counting as synthetic, having full internal robotic organs and organ action buttons not updating properly.
2019-02-04 23:54:07 +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
481f916369 Makes black kois less lethal (#5972)
At the request of the vaurca writer, makes black kois faster and less lethal.
2019-01-27 13:26:44 +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
BurgerLUA
1b12e26c66 Reworks Limb Gibbing Mechanics (#5330)
Overview
Limb gibbing mechanics on Aurora were pretty bad. For melee weapons, it was RNG based and somewhat fair because it was actually based on mechanics. For bullets, it used custom snowflake code that was just absolutely insulting. It didn't really regard armor like most servers, and unlike most servers, if your feet are gibbed you're sideways until it's fixed.
2019-01-05 16:50:29 +02:00
Erki
f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
Alberyk
b124885215 Custom items 02/12 (#5692)
Adds the following items:

-Stainless Steel Fork - Vedai'Kwia Xizal - conspiir
-Tokash Ancestral Spear - Suvek Tokash - evandorf
-Ghostly Board - Klavdiya Tikhomirov - alberyk
-Clawed Arm & Jacket - Diamond with Flaw - burgerbb

Removes make's antenna and change his coat to be a proper poncho.

This pra also has some changes, such as two bugfixes; one that prevents runtimes from adding new robotic limbs, and another that prevents dionaea arms from being regenerated if there is an arm present, and removing admin and species only related limbs from the fabricator, such as the hk limbs.
2018-12-03 10:20:32 +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
9a075a1103 Refractors the alien embryo into a proper parasite organ (#5577)
What it says in the title, it might as well slowdown the burst stage a bit.
2018-11-17 00:08:49 +02:00
Mykhailo Bykhovtsev
581f9c6153 Diona update (#5381)
This was requested by Lore team.

Diona no longer splits after loosing their head.

Without head Diona's speech range is reduced to 3 tiles(number might be changed) and is muffled.

Without head Diona goes blind

Time to regenerate limb for Diona is increased from minute to 10 minutes. Fixes #5472 Fixes #5418

Diona will be notified when they attempt to regrow lost limb.

Tiny code cleanup(replacing usr << with to_chat)

Radium now cures burn, brute, toxin damage for Diona.

All reagents that affect Diona gestalt now affect nymphs as well

When being split diona Gestalt now distributes all reagents to nymphs equally.
2018-11-04 00:00:38 +02:00
BurgerLUA
847ba919e3 Hydration/Nutrition Tweaks (#5439) 2018-10-23 15:30:33 +02:00
LordFowl
2bb70110df initial (#5360) 2018-10-12 11:32:40 +02:00
BurgerLUA
8f07c52778 Fixes #5392 + Blood Nutrition Tweaks (#5393)
* Added

* arrow requested changes
2018-10-09 19:59:56 +02:00
Alberyk
d2c5fd74f0 Zombies tweaks (#5377)
After having our first zombie round, I saw some issues and came up with some solutions

-zombies can now devour their victims
-zombie transformation now properly removes people's languages
-trioxin will now revive the dead, allowing for people that were mudered by zombies to return back to life as a zombie
-attacking people already infected with the zombie transformation will send a message to the attacking zombie
2018-10-07 20:43:45 +03:00
BurgerLUA
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
Werner
d9aa778d7d origin tech for cortical stack (#5299)
Adds a origin tech for cortical stacks as requested here:
https://forums.aurorastation.org/viewtopic.php?f=18&t=8681
Fixes slight issues with my other changelogs.
2018-10-06 13:06:34 +03:00
Alberyk
9f8cfc7e87 Unapologetic Undead Buffs (#5259)
Halloween is close, and due to such, we must increase the spookyness.

This pr adds zombies. They spread via the bite, that will infect someone with a chemical, that will create a parasite, if left unchecked, it will turn the victim into a flesh eating undead.
2018-09-30 21:32:29 +03:00
LordFowl
e7ca2d1b63 Adjusts Stun Baton Cranial Agony (#5239)
Adjusts the effect of a stun baton strike to the head. Instead of dealing 1.5x agony, it will now blur and disorientate the target.

Removes the arbitrary limitation on most hats that prevented them from actually covering the head. Their status as non-combat items should be represented by other values, as is standard for the rest of the clothing items.

Tweaks the head organ to also include the FACE as a body part applicable to def_zones. This may have some other trickle down effects, but should work normally.
2018-09-15 00:19:48 +02:00
Mykhailo Bykhovtsev
7055f4f6cf Surge prevention module balance (#5163)
So I was given input by the community that new IPC and borg surge modules are kinda useless. As they only provide 1-3 EMP protections given that ION rifles are 10 shots charge, and that IPC costs 14 TC which is more then half of traitor uplink. And borgs surge cost too much in resources to build. I expected that, so now I think I want to buff it.

IPC surge module now costs 12 TC(as opposed to 14).

comes in with 2-5 EMP protections which is RNG based.

Borg's surge module built cost in gold and silver was reduced by 50% from 10000 G and 15000 S to 5000 G and 7500 S.

Borg's surge module comes in with 2-5 EMP protections which is RNG based

Also I made surge's nanopaste to look fancier 💯
2018-08-27 23:13:22 +03:00
Mykhailo Bykhovtsev
dd4efb5a27 EMP resistance items (#4995)
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.

Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).

adds sprite for new nanopaste with surge module.

Cleans up some code in files I worked on.

Fixes bug where destroyed cyborg components would vanish. Fixes #5000
2018-08-04 21:14:32 +03:00
BurgerLUA
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
LordFowl
76372c4b15 [Ready for Review] Unapologetic Vaurca Buffs III: Revenge of the Buffs (#4885)
Implements various changes at the behest of lore-dev BygoneHero, namely:

Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
2018-07-22 19:17:03 +03:00
MarinaGryphon
65f0e0e558 Large Multi-Bugfix (#4917)
* fixes #4877
* fixes #4797
* fixes #4827
* newscaster formatting fixes, fixes #4907, fixes character limit
2018-06-22 22:42:38 +03:00
BurgerLUA
aad698be53 Mental Medication Additions (#4648)
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.

Syringe (drugs) now contains truth serum.

Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.

A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.

The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
2018-05-13 17:39:56 +03:00
Alberyk
d7951fbd9f Changes how ipc resurrection works (#4472)
This prs removes the old method of ipc resurrection, which was just removing and placing the mmi/heart back into the body, which was really lazy and caused a lot of bugs.

Now, robotics can create a ipcs frames using the different brands in the robotics frabricator, based on the torso's brand. The law manager can disable by using a multitool on the head which is the diffence between creating a cyborg or an ipc. Also; it allows you to customize your snowflakness after your new body is created.

Changes: you can't print all torso types from robotics anymore, but there are torsos that come with their own brand, that you should be able to buy from cargo, that will allow someone to create another type of ipc.

Feedback Topic: https://forums.aurorastation.org/viewtopic.php?f=18&t=10705
2018-04-07 21:12:49 +03:00
BurgerLUA
902173f22b Mental Medication Overhaul, Smoking, and Breathing Reagents (#4220)
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.

Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.

Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.

The following brain traumas are no longer cured by pills:

Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.

Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.

Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.

Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
2018-03-25 21:51:27 +03:00
LordFowl
e2e798382c [Ready for Review] Nerfs IPCs Part 1/1,034 (#4229)
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.

Otherwise, ground_zero will be randomly selected from available organs.

This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.

Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.

The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034

Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.

Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)

Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)

Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
2018-03-10 17:18:27 +02:00
Lohikar
057e787948 Merge branch 'master' into development 2018-03-05 17:56:28 -06:00