Commit Graph

25510 Commits

Author SHA1 Message Date
Alberyk
c3ad3e84f1 Fixes wizards being unable to use their artifacts. 2019-11-04 14:35:16 -03:00
Erki
8e57f61fa9 Allows IPCs Sol Common (#6792)
ENABLES ROBOT POWERCREEP.
2019-11-04 09:37:29 +02:00
fernerr
26f7182fe9 Fixes an issue with Hivebot bombers (#7327)
Basically if two exploded in close proximity to each other it could lead to infinite recursion, crashing the server.
2019-11-04 09:23:10 +02:00
Alberyk
c9ce268451 Fixes deathsquad showing up when the distress beacon is used (#7328) 2019-11-04 09:20:43 +02:00
Doxxmedearly
fb3f222cc7 Highly-Anticipated Crayon Features (#7312)
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
    Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
    Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
    Mime crayons have 15 units of dust, rainbow crayons have 20.
    Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
    Gave crayon dust colors unique flavors because why not. It's fun.
    Fixes #6284
2019-11-04 09:12:54 +02:00
Alberyk
878f99f8a0 Adds emp interaction for simple mobs and some pra robots tweaks (#7314)
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
2019-11-04 09:11:17 +02:00
JohnWildkins
aa5482ca8e Antag loadout refactor, also deathsquads I guess (#7308)
all antags that previously had massive equip chains now use the outfit datum system
    commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
    all outfit datums will now take into account backpack preferences
    made the ERT job announcement / details more obvious
2019-11-03 19:49:42 +02:00
Geeves
08a5bda811 updates SM manual (#7309)
I updated the supermatter manual to include new info, a FAQ section, and the proper standard set-up we now use for Aurora. It also details how to upgrade the SMES, what to upgrade it with, and what power to set it at.
2019-11-03 19:44:19 +02:00
Geeves
93890de42d Reverts Antag Chances (#7324) 2019-11-03 15:28:52 +02:00
JohnWildkins
da414387d6 Fix goggles and cadet vests not working (#7320)
Title, fixes cadet vest not being zippable and goggles not being adjustable, fixes #7319
2019-11-03 01:52:01 +02:00
Geeves
6e0d841dee Magboot Shuttlerides (#7294)
You can use an activated magboot to stay upright during shuttle movements now.
2019-11-02 22:10:18 +02:00
ParadoxSpace
1d6de6e882 Adds Wulumunusha to Seed Vendors (& More) (#7305)
Alongside that, there's now slightly more Dyn seeds, and the bar gets banana juice.
2019-11-02 22:06:48 +02:00
JohnWildkins
4fe77f4323 Utility Resprite II: Once More with Feeling (#7246)
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
    rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
    rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
    imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
    imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
    imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
    imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."

also all sprites by AmoryBlaine I just unga dunga'd the code together
2019-11-02 19:46:33 +02:00
JohnWildkins
61ec0991e3 Cyborg grabber QOL and fixes (#7201)
Tweaks:

    With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
    The scientific gripper can now hold slime steroids.
    The chemistry gripper can now hold paper.

Bugfixes:

    Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes #4343.
    Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes #1288.
    Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes #1097.
    Cyborgs can now re-lock secured crates. Fixes #4833.
    Service borgs can no longer open a portal to infinite grass tiles. Fixes #3814.
    Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes #4479. Fixes #6501.
2019-11-02 19:41:07 +02:00
Geeves
d129409616 Removes ninja RIG construction (#7303)
Robotics can no longer fabricate knock-off ninja RIGs.
2019-11-02 19:39:33 +02:00
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
Matt Atlas
1ab17fbaef Removes fullblock chance (#7284)
Atomized version of my prior PR. This one only removes fullblock chance from armor.

What this entails is that before this PR all armor, regardless of how strong it is, has a chance to completely block a projectile of any kind. This removes that possibility as it's completely dumb.
2019-11-02 12:37:23 +02:00
ParadoxSpace
ca73b39369 Unapologetic Paramedic Buffs (#7298)
Paramedics now gain a helmet (with flashlight!) and an armorless chest rig to carry stuff. The chest rig and FT jackets now carry blood bags on the suit storage. HUDpatches now spawn in Doctor lockers. Sprites by AmoryBlaine.
2019-11-02 12:35:52 +02:00
Werner
0e8d49767b Remove cargo data migration (#7283) 2019-11-02 12:21:34 +02:00
fernerr
527af99001 Gives the freelance mercs headsets and a couple other tweaks. (#7290)
Gave the freelance mercs headsets. They have the common and response team channels.
    Switched their id-type to agent ones, to allow them to be edited if needed.
    Fixed the freelance merc leader's rifle being the wrong type.
2019-11-01 21:57:26 +02:00
JohnWildkins
65aad37db9 Anti-spam filter fix (#7311) 2019-11-01 21:44:57 +02:00
Alberyk
8d838a0fb5 High heels features (#7288)
-high heels now have a minor slowdown
-high heels deal a bit more of damage when stomping
-high heels can be used to eye stab like screwdrivers
2019-10-31 23:05:57 +02:00
Geeves
bc59a20bec Kitchen Strikes Back: The Rattening (#7268) 2019-10-31 19:54:44 +01:00
ParadoxSpace
ab4b247049 Circuit Lights No Longer Have UV (#7307) 2019-10-31 19:53:16 +01:00
Doxxmedearly
3db519f221 Let there be DRINKS! Tea, cider, and related adjustments. (#7273) 2019-10-30 20:30:35 +01:00
JohnWildkins
5aabd86c41 Pumps can now be unsecured by pipe wrenches (#7270) 2019-10-29 20:02:59 +01:00
fernerr
d2d440a676 Fixes an issue with the generic ert shuttle that lead to occupants being pulled south after exit (#7289)
Also added an icon for the step_triggers, as they were invisible.
Fixes #7291
2019-10-29 13:26:14 +02:00
Alberyk
59338ec7d3 Makes internal bleeding great again (#7237) 2019-10-28 22:43:00 +01:00
BurgerLUA
449193acdc Maint Loot Improvements + Tweaks (#7266) 2019-10-28 22:41:19 +01:00
Alberyk
1e3cd89f03 Tweaks ear equipping restrictions and add food renaming limit (#7281)
-makes so that any hat won't stop you from equipping stuff in your ear
-fixes #7279
-fixes a custom item sprite
-fixes mousedrop not unequipping clothing properly
2019-10-28 15:44:35 +02:00
Geeves
27c4eeff5b No More Grab Retaliation (#7276)
* grabs, man

* oops

Co-Authored-By: Werner <Arrow768@users.noreply.github.com>
2019-10-28 10:02:38 +01:00
Geeves
0f8bfb2793 Improves Donkcode (#7177)
Donk Pockets can now be heated properly in a microwave, they gain additional nutriment, animal protein and healing juice.
    Sin-Pockets now heat properly when used in hand, heats instantly, and gives slightly more hyperzine and synaptizine than before.

A curious side-effect I encountered in testing. You have to chew a lot more with the added reagents. But the benefit outweighs the consequence. Also, a traitor ravenously chewing a sin-pocket with a revolver in the other hand, bleeding profusely from everywhere, makes me giggle like a child.

Resolves #6802
2019-10-27 23:02:13 +02:00
synystersparx
2c68ec028c Misc cultist fixes (#7260)
Cultist teleport runes now use the proper third word.
    Can now imbue hide rune.
    Reveal talisman now functions properly.
    Improved prevention of multiple runes on same location.
2019-10-27 23:01:14 +02:00
Matt Atlas
62feca073d Fixes ert merc outfit (#7285) 2019-10-27 23:00:22 +02:00
ParadoxSpace
6ee78fa0ca Skrell Glowing Algae Fix (#7274) 2019-10-27 18:53:12 +01:00
Matt Atlas
ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +01:00
JohnWildkins
76adc1d93a Death to earmuff duping (and other fixes/tweaks) (#7216)
* earmuff *scream

* don't limit limb breaking that hard
2019-10-27 12:27:38 +01:00
Alberyk
cd8682a3b5 Custom items 23/10 (#7248) 2019-10-27 09:41:27 +01:00
BurgerLUA
4d1c49d97d Explosion Config Flexibility (#7024)
Adds a new config option that subtracts a flat value from power when going across z-levels in in iterative explosion modes. This should make it easier to balance explosions across z-levels.
2019-10-27 10:31:09 +02:00
Lady Fowl
b0343f19a2 Fix's Therapy pods vomiting there insides out (#7272)
Quite honestly I thought I got all of this shit code out of here. Anyways fixes #7271
2019-10-27 10:29:44 +02:00
Geeves
5d0c109bfc DESTROYS DISARMING (#7114)
Disarming now takes a portion of your stamina. You cannot disarm if your stamina is near-empty.
    Disarming someone with a weapon in their hand has a chance for them to retaliate by bashing you with it.

I coded this at 1 AM. I want reviewers to look at this critically. In my testing, the stamina worked out pretty well, you could do around 6 disarms before being pooped. Also in my testing, the retaliation never happened, could be bad luck, could be bad code. Anyone got any ideas? I'd love to improve this.
2019-10-27 01:19:24 +03:00
JohnWildkins
9c335f6c00 Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga

tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)

essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts

I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
2019-10-26 22:20:40 +03:00
fernerr
45bec23db7 Hivebots, tweaks and fixes (#7244)
Changes:

    tweak: "Tweaked the hivebot spawnrate and spawn pattern."
    bugfix: "Fixed some miscellaneous bugs related to hivebots and added the beacons to the gold slime core blacklist."
2019-10-26 22:18:23 +03:00
otatoh
a199c0ac71 Adds *Chitter (#7171)
Adds a *chitter emote for vaurca. Sound effects obtained from ZapSplat.com under their standard license
2019-10-26 18:03:46 +03:00
Mykhailo Bykhovtsev
f1c5f816ac Tesla Fix (#7256)
bugfix: "Tesla no longer melts ashes, emitter beams, its own energy balls and accelerated particles." Fixes #7249
    bugfix: "Tesla now properly consumes accelerated particles."
2019-10-26 17:57:41 +03:00
JohnWildkins
231beb1678 Adds ability to print Yield Declarations to the Ore Redemption Console (#7192)
Title. Yield Declarations follow standard format, with the addition of an optional 'waste detected' field that displays any materials that the miners wasted. This also offers a vague IC trade-off if the miners are lazy but also suck at their jobs. The papers are also auto-stamped by the machine, although they should still be stamped by a QM or head as well, this is just a certificate of authenticity so to speak.

Yield Declarations can only be printed with an inserted ID and any amount of output materials (or wasted input). The miner and note fields are left blank to be filled in by the user, see below.
2019-10-26 14:15:58 +03:00
ParadoxSpace
1b8bd0d5a4 Jacket Accessory Buff (#7235)
Suit slot items can now support armband and decor items. Uniforms can now have multiple armbands, since they can be flipped. Patches are now properly flippable.
2019-10-26 14:15:34 +03:00
Alberyk
4d271cd6a8 Remove bottled lightning touch_turf() (#7238)
This was a bad idea from the start. Using this chemical with smokes creates a lot of tesla bolts that either kills everything in its path or just crashes the server.
2019-10-26 14:14:36 +03:00
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
JohnWildkins
d264163aed Fix Hephaestus Atmos Tech not spawning with faction gear (#7259) 2019-10-26 14:09:28 +03:00