Commit Graph

169 Commits

Author SHA1 Message Date
Geeves
3ec99c8d64 Ports Hover Overlays (#8870)
* HUD Overlay

* finishes up the port

* fixes
2020-05-19 00:28:23 +02:00
Alberyk
2c537f4a31 Adds caltrops (#8781)
What it says in the title. They deal damage when people run over them, dealing more damage if someone is barefoot or running.
2020-05-03 00:29:07 +03:00
Wowzewow (Wezzy)
723c711022 Inhands : the final fuckening (#8696) 2020-04-24 11:36:00 +02:00
Wowzewow (Wezzy)
b9b42f4f8f Janitor, hydroponics and medical inhands (#8456) 2020-03-21 13:36:49 +01:00
Matt Atlas
82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
mikomyazaki
21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
Doxxmedearly
70e1632596 Sensible Utensil and Meat Interactions (#8248) 2020-02-12 20:30:23 +01:00
TheGoret
3b4cfafdfc fix borosilicate glass to make it produce shards when broke (#8153) 2020-02-01 11:44:21 +01:00
Wowzewow (Wezzy)
0c1d2d35c7 no drinking soup with fork & utensils no longer destroy trash item (#8117) 2020-01-30 23:59:05 +01:00
Wowzewow (Wezzy)
d8e3620761 a bunch of small bugfixes and tweaks (#8091) 2020-01-30 23:54:23 +01:00
Matt Atlas
21faef9c11 You can now damage walls and girders with weapons + misc tweaks. (#8006)
You can now destroy girders and walls with powerful items. It might take some time, though, and you'll probably be better off deconstructing it unless your weapon is strong.
Two-handed weapons no longer have that awkward Wielded sticking in front of the name when you wield them.
Girders now report their damage status on examine.
2020-01-24 19:36:06 -03:00
Alberyk
1910c1defb Mandatory yearly gun pr: 2020 edition (#8001)
-adds the harpoon gun, to the merchant list and as a raider weapon
-adds the foldable shotgun, to merchant list and as a raider weapon
-adds a new sprite and firing sound for the silenced pistol, giving it to the dpra consular as well
-makes harpoons better as a throwing weapon
-tweaks some guns' names
2020-01-15 17:51:36 -03:00
Matt Atlas
56ed56ad05 Implant removal improvements. (#7825)
Implant surgery has been improved. Knife shrapnel extraction has been improved.
2019-12-30 12:26:10 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Wowzewow (Wezzy)
ff25557eb8 The Rollable Cigs and Chews Update (#7631) 2019-12-20 23:48:17 +01:00
Matt Atlas
bbecc7b461 Many vore improvements. (#7686) 2019-12-19 20:06:14 +01:00
Matt Atlas
ab2723a3c5 Security equip. fixes/buffs, general brainmed fixes, agony + halloss into pain (#7699)
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
    bugfix: "Fixed teargas doing practically nothing."
    bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
    bugfix: "Fixed undefined values on the CMC."
    bugfix: "Fixed dionae not regenerating damage."
2019-12-18 09:15:17 +02:00
Matt Atlas
df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00
Wowzewow (Wezzy)
a6688878a4 Bedsheet inhands and other fixes (#7559)
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets

also some more stupid drop sounds
2019-12-05 23:43:49 +02:00
Wowzewow (Wezzy)
962c45b6fa P.P.A.P (Pen, Paper and PDA) update (#7410) 2019-11-21 15:49:17 +01:00
Matt Atlas
ce6c12f8a6 Ports arterial bleeding and tendon severing (#7432) 2019-11-21 14:45:19 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Werner
af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Geeves
d5fffae7c8 buffs fireaxe (#7363) 2019-11-12 20:29:20 +01:00
Geeves
12c6adbea0 CALNG (#7255)
Improved sword parry sounds.

I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
2019-11-02 12:37:44 +02:00
Geeves
cdfa04c24e Improvised Sword (#7243)
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.

Additionally, it also adds a var that sets whether the material item uses its material name or not.
2019-10-26 14:12:51 +03:00
Lady Fowl
d6ff38ef96 The Epic Construction Update (#5976)
How to build machine blueprints!

Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
2019-09-10 22:07:46 +03:00
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
2019-09-08 22:51:49 +03:00
Matt Atlas
cf0fc45ab2 Surgery trays, material knife shrapnel extraction, ghetto stitches (#6940)
Also adds a framework for custom bandage descriptions.
2019-09-07 14:42:36 +03:00
alsoandanswer
d875dcfc3b Weapon, pickaxe and shield resprite (and a bunch of other stuff) (#6776)
this resprites some weapons,

namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
2019-08-24 15:20:31 +03:00
Kaedwuff
55506270fe Nerfs Spears and Pikes (#6433)
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.

For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.

Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.

With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.

Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.
2019-07-15 18:53:39 +03:00
Alberyk
ef77276969 Fixes #6689 (#6691) 2019-07-08 19:30:35 +03:00
Alberyk
d04533698b Fixes two missing sprites (#6651) 2019-07-03 18:18:28 +02:00
Geeves
df590aa4d3 Changes fireaxe to only cleave when wielded (#6548)
As an engineering main that had to make use of the fireaxe to deal with biohazards, it got old fast when someone entered your range while you were swinging and you decapitate them with the might of Zeus. That can still happen, but, if you know you're gonna be swinging when people are around, you can do it with only one hand to prevent multi-decapitation.

Besides, how well can you drive a fireaxe through multiple bodies if you're only using one arm?

Sidenote: I wanted to do this with other weapons as well, but my brain is simply too small to comprehend what the hell's going on with half of them, so, I'm just sticking with the fireaxe for now.
2019-06-21 20:33:42 +03:00
fernerr
f7a824dbd2 Fixes ashtrays being invisible. (#6524)
Fixes #6523
2019-06-02 22:30:40 +03:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
Refactors objects.dmi and items.dmi

Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker

also improves sprites for wrapping paper and the pocketwatch

This basically makes it easier for future sprite improvements
2019-06-02 19:12:54 +03:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Alberyk
aa70b6cffb Changes how clumsy checks are handled (#6299)
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
2019-04-14 19:45:45 +03:00
VTCobaltblood
6a08ee5089 Butterfly knife sprite fix (#6139) 2019-03-13 08:17:14 +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
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
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
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
Erki
f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +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
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
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