Commit Graph

7432 Commits

Author SHA1 Message Date
BurgerLUA 625daa1ca2 Hot Coffee Fixes (#5696)
* Makes coffee hot
2018-12-07 22:28:27 +01:00
Mykhailo Bykhovtsev 76b4b32cdf Fixing farmbot watertank (#5709)
Apparently this was still causing some trouble. basically without qdel the tank before moving new and assigning we will have a duplicate.

Fixes farmbot assemblies having duplicated watertank after they are finished assembling.
2018-12-06 13:32:23 +02:00
Mykhailo Bykhovtsev a43e3fc66e Bugfixes (#5682)
Wanted to fix one bug, but couldn't stop.

- Farmbot now have harvesting animation. 

- Farmbots no longer have two water tanks inside of them, that was causing them to use hidden water tank and not let it be refilled. Fixes #5677 

- Farmbots now will wait for weedlevel to be 5 or higher, that is when the alarm is triggered. And call `update_icon()` when it is done. Otherwise people wouldn't notice if they were killing weeds

- Vending machine now accept only items of the same type as defined in their product list. So you can no longer insert cult's ritual knife into Dinnerware. Fixes #5671 

- Merchants cannot by generic mech's weapon, it was replaced with UT AC 2 and Scatterbox. Fixes #5675 

- Ghosts cannot be teleported by telescience. Fixes #5688
2018-12-04 19:48:59 +01:00
Mykhailo Bykhovtsev 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
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
ParadoxSpace 72ff52f2e6 Unapologetic Headtail Buffs (#5665)
Adds Very Long and Very Short headtails, as well as a bunch of garments. 
This change also brings the Skrell sprite in line by severely darkening it, making colors more accurate.
2018-11-29 08:46:26 +01:00
Alberyk 155cda1b5f Fixes skrell possible problems with their telepathy verb (#5666)
The var was somewhere it should not be, this should fix it.

Should fix #5662.
2018-11-28 12:19:36 +02:00
ParadoxSpace 2429a9e842 antenna fixes (#5649)
* antenna fixes

* changelog
2018-11-21 00:25:05 +01:00
ParadoxSpace b226c2d5ee vaurca antennae (#5640) 2018-11-20 11:42:31 +02:00
ParadoxSpace 4c694bb960 Adds Skrellepathy V2 (#5618) 2018-11-17 23:10:33 +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 44753b6034 Fixing hostile mobs (#5600)
Indentation screwed up all hostile mobs. Basically they are ignoring all living things currently. Fixes #5599
2018-11-13 21:31:27 +02:00
BurgerLUA 5dddb44e31 added (#5581) 2018-11-09 02:28:48 +01:00
Alberyk 5988ca2b51 Adds the Ha'rron MK.IV light tank (#5567)
This pr adds a tank, reserved for a future event and adminbus. Sprites were made by kyres1.
Adds some sounds to certain mecha actions, like loading crates or using a drill.
Ports padded caps from baystation.
2018-11-08 23:42:19 +01:00
BurgerLUA 72354100bd Roundtime Based on Realtime (#5500)
* added

* arrow requested changes

* actually does arrow's request
2018-11-08 23:40:43 +01:00
Erki 06fdd0471d Fuck (#5548) 2018-11-05 11:46:16 +01:00
Mykhailo Bykhovtsev 8dbf3ceff6 Diona and Synth bugfixes (#5546)
- Diona are no longer blind all the time. Fixes #5543
- Radium doesn't spam Diona with messages. Fixes #5544 
- Synthetics like AI/cyborgs/PAI can now talk. Fixes #5516
2018-11-05 09:19:02 +01:00
Erki 39fdb72078 Borgs can talk (#5529) 2018-11-05 00:09:22 +01:00
Alberyk 2bd94d08ac Fixes species rig suits icon (#5523)
* Might fixes some ipc things, I guess.

* Fix this bug too.
2018-11-04 22:10:33 +01:00
Werner 86a9f5cb48 Merge branch 'upstream-master' into upstream-development 2018-11-04 13:49:40 +01:00
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
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
Werner 66aa7a3cb8 Added a language variable to NTSL (#5470)
Adds a variable that contains the language of the transmission to NTSL.
Adds a language parameter to the broadcast function.
2018-11-01 01:30:19 +02:00
Matt Atlas 77091850ee Adds sounds for clapping, adds a golfclap emote. (#5476)
Adds a sound to the *clap emote.

Adds a new emote, *golfclap, essentially clapping but just disappointed clapping. Uses another soundbyte.
2018-10-27 22:11:25 +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
BurgerLUA 847ba919e3 Hydration/Nutrition Tweaks (#5439) 2018-10-23 15:30:33 +02:00
Mykhailo Bykhovtsev 3010ca78f1 Enabling Diona whitelist for nymph (#5460)
* Fix

* Changelog
2018-10-23 14:53:31 +02:00
BurgerLUA fe136b58ac The last of the hydration/hunger fixes. (#5396)
* Added

* more changes

* oops
2018-10-10 23:17:32 +02:00
Alberyk e411334910 Fixes zombie juice turning people into zombies right away (#5386)
I deleted this line by accident, this should make the transformation not instant anymore. Also, it adds an armor check to being infected by the zombie attacks.
2018-10-08 21:22:00 +03:00
BurgerLUA bfe946bca7 Hunger Icon Tweaks (#5384)
* Added

* aaaa
2018-10-07 20:37:29 +02:00
Alberyk 8d487ea7ad Bugfixes: constructs, simple animals falling down and airlock runtimes (#5380)
-fixes #5370
-fixes simple animals ignoring ladders and other things when falling down
-fixes a runtime when forcing airlocks open
2018-10-07 20:48:45 +03:00
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
Alberyk f3ba75a071 Golem fixes (#5379)
* Golem fixes.

* Flesh golem fixes.
2018-10-07 10:55:00 +02:00
Alberyk a775d9a0a8 Fixes shoes not covering wounds properly. (#5358) 2018-10-07 10:54:47 +02:00
Alberyk 5e82f735b2 Fixes species that should have no hunter and thirst having it (#5368)
* Species hunger fixes

* And the rest of it.
2018-10-07 04:18:41 +02:00
Alberyk 8ea6be4d74 October fixes: leg icon and golem names (#5365)
* Fixes a human icon.

* Golem name fix.
2018-10-07 02:27:30 +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 3c904519cb Unapologetic Kabbalah Buffs (#5323)
This pr revives and improve one of fowl's project: material golems

Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.

Each golem has different status and powers:

Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.

Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.

Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.

Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.

Uranium golem: has a passive chance of irradiating mobs around

Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire

Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death

Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.

Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain

Sprites are mostly from tgstation, vgstation and europa.
2018-10-07 01:14:06 +03:00
Alberyk e349bbd49f Adds the new syllable at the lore team request. (#5329)
This pr adds the new syllables proposed by the lore team to the human languages, also fixes the zhan language using the wrong ones.
2018-10-07 00:34:43 +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
Mykhailo Bykhovtsev ea62219293 Hostile mob, spiders and carps update (#5068)
Summary:

Hostile mobs now look for living mobs first, before looking other things(mechs and bots)

Carps and giant spiders now attack shields if they see them. Notes: shield segment max strength is 10, and carp attacks 1-2 per attack.

If carp is targeting mob, and there is a shield in the way to mob, they will destroy shield while keep pursuing mob.

better, more generic code for targets
2018-10-06 13:57:26 +03:00
Alberyk a39399ff4c Tajaran fashion: the revolution strikes again (#5356)
This pr adds more fashion related options to the tajaran species, with a special focus on the religious side, as well a new hairstyle suggested at the forums: https://forums.aurorastation.org/viewtopic.php?f=18&t=12019
2018-10-06 11:50:15 +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
Alberyk d9f4b82a46 Fix shock causing slowdown to species that suffer no pain. (#5353) 2018-10-04 18:30:36 +02:00
BurgerLUA 9c879031eb Infestation Overhaul (#5243)
Overview
Makes it so that the infestation overhaul is better coded and works better with any station. Instead of picking from a set of 8 areas (2 which don't exist) it picks from any of the station areas without players currently in them.

It also removes some of the more dumber spawns (yithians who exist in the sea, and diyaabs which I don't fucking know.), and replaces them with even dumber spawns such as BLUESPACE BEARS and HIVEBOTS.

Details
Spawns are based on event severity. A minor severity spawns mice and lizards. A moderate one spawns space bats and baby slimes. A major one spawns bluespace bears and hivebots. The chosen spawns can be any area on the station, however some places are limited. The limitation is based on area as well as if there are any players currently present in the area. Don't want bluespace bears to teleport on people.
2018-10-01 23:25:18 +03:00
Mykhailo Bykhovtsev 65dcce216b Allow branded IPCs wear voidsuits (#5271) 2018-10-01 22:41:33 +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
Alberyk 1a6101a842 Adds a new hairstyle (#5293)
This pr adds a new hairstyle, the long braid 2, at the request of a player.
2018-09-23 13:53:57 +03:00
Werner 44b23e0777 Slime AI update (#5309)
Adds a check to the slime AI to loose interest in the current victim if it is dead.
2018-09-23 13:43:08 +03:00
Mykhailo Bykhovtsev c1899d967b Bug fixes (#5290)
Newscaster no longer keep photo in them after you take it out. Fixes #5216
    Added missing cameras in the bar. Fixes #5207
    Added two emergency O2 wall lockers to the bar and kitchen. Fixes #5241
    Fixed reference in red track pants(was referring to blue). Fixes #5276
    Beepsky/ED209 now stop moving after they are being disabled. Fixes #5244
    Cyborgs can not open/close curtains. Fixes #5284
    ED 209 no longer fires from long distance, but gets closer if target is too far away to shoot.
2018-09-18 03:31:07 +02:00