Commit Graph
6009 Commits
Author SHA1 Message Date
skull132 7a554bdeee Merge branch 'master' into development 2016-08-25 17:18:13 -04:00
Bedshapedandskull132 7829408335 Adding species helpers (#770)
ishuman_species(jim) will return 1 if jim's a human and 0 if he's a filthy xeno

all are the form isTYPE_species()
2016-08-26 00:17:58 +02:00
NanakoACandskull132 e240def2bf Contained Sprites v2 (#758)
Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
2016-08-25 16:55:42 +02:00
Bedshapedandskull132 d550b699e1 Fixes #803, fixes #226 (#809)
bugfix: "IV Drips not letting you set allowable rates."
tweak: "Min chemical volume lowered to avoid weird behaviour at low rates."
rscadd: "Examining an IV Drip will tell you the transfer rate."
bugfix: "Spiderbots are no longer invulnerable."
tweak: "Destroyed spiderbots will leave behind a brain."
tweak: "Spiderbot health increased from 10 to 25."
2016-08-25 16:49:40 +02:00
Alberykandskull132 0a6d6741ac Fixing some minor issues with hair (#763)
Fixing missing Overeye Very Short, Alternate sprites and disabled wisp due to god-awful coloring/sprite issues for now.
2016-08-16 04:53:22 +03:00
NanakoACandskull132 75e13303ea Medical, borg and misc tweaks (#714)
tweak: "Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray."
tweak: "Removed chemistry gripper from crisis borg."
maptweak: "The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side."
tweak: "Cost of cyborg renaming module vastly decreased"
tweak: "Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet."
rscadd: "Added two boxes of empty spraybottles to the chemistry equipment closet."
2016-08-15 19:51:23 +03:00
Alberykandskull132 cebf8e4549 More unathi hair and facial hair options (#752)
More horns related options for unathi. Araskael spritted those.
2016-08-15 14:19:01 +03:00
skull132andGitHub 485f3f3b56 Fixes for simple animals (#749)
Fixes #742 
Fixes simple animals being antags
2016-08-15 00:36:49 +03:00
NanakoACandskull132 2fcd1eccd3 Special Swords and amputation (#715)
changes:

rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
2016-08-15 00:36:28 +03:00
Alberykandskull132 05a82b6e84 Adding more hair options (#743)
Some from old code, spritted by Ffrancis and other ported from Polaris.
2016-08-14 17:02:42 +03:00
Alberykandskull132 11aff7b0bb Porting belt layer toggle (#729)
So, you can set it you want your belt to appear under or above your suit.

Ported from Polaris.
2016-08-14 17:02:21 +03:00
skull132andGitHub 9b0ce68660 Logs martial arts now! (#727)
* Logs martial arts now!
Because holy hell, those not being logged is stupid.

* Canister jumplinks
Because they're useful.
2016-08-14 17:01:49 +03:00
NanakoACandskull132 f5d78bf420 Emergency mouse fix (#739) 2016-08-13 13:35:25 +03:00
NanakoACandskull132 9d58b77e18 Fixes #721, fixes #710, fixes #706 (#731) 2016-08-12 23:00:27 +03:00
Alberykandskull132 3cd09cb535 Combat module fixes and tweaks (#709)
Fixes #708 
Fixes #707 

Removals thermals from wombat borgs, adds onto syndicate borgs.
2016-08-10 23:54:09 +03:00
NanakoACandskull132 33f7976b40 Fixes #158 (#698)
bugfix: "Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour."
bugfix: "Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour."
2016-08-08 02:18:38 +03:00
NanakoACandskull132 468243db7e Held Mob Fixes (#691)
changes:

bugfix: "Animals climbing onto people will now show a different, correct message, instead of the scooped one"
bugfix: "Fixed an issue where a held animal could be duplicated"
bugfix: "Fixed animals bugging out when placed in crates or unworn containers"
Also removes some unnecessary scooping code from a few animals, which already exists in the parent class
2016-08-06 03:20:38 +03:00
Alberykandskull132 1bdf600f8a First introduction of Moghes-related fauna (#690)
Adding the first animal to a project of some species related fauna. May be used in xenoarch cloning pods or for future shenanigans.

https://github.com/TauCetiStation/TauCetiClassic
2016-08-06 00:50:58 +03:00
Alberykandskull132 67e312363e Adding a sound at the skeleton's death (#689) 2016-08-06 00:50:09 +03:00
NanakoACandskull132 305ab8dd37 Feeding and squeaking tweaks (#681)
An extension based on live testing yesterday. 
Reduced the volume of mouse squeaks a bit, fixed Ian's automated feeding, and addded a couple new food related features to him

I made his scan delay drop when food is around, but scale up to a slower-than normal value if left alone, and added checking for held food. As well as tweaking some food-related vars on corgis
2016-08-05 15:21:41 +03:00
skull132andGitHub 28b73e68cc Better spam prevention placing (#680)
Removes the spam prevention procs from all background procs, and ensures that they're only placed on procs that the user can initiate.

This will remove the chance of having spam prevention trigger from automated emotes.

Fixes #613
2016-08-05 15:21:12 +03:00
skull132 db200cf633 Merge branch 'master' into development 2016-08-03 14:45:28 -04:00
NanakoACandskull132 d6803a26e3 Respawning Tweaks (#646)
changes:

rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
2016-08-03 22:34:41 +03:00
NanakoACandskull132 40b1cec944 PAI Candidacy Fix (#666)
Fixes #108 
Fixes #661 
Fixes #608
2016-08-03 22:33:44 +03:00
NanakoACandskull132 3979c813ca Fixes #117, Fixes #118, Fixes #667 (#668) 2016-08-03 22:33:06 +03:00
NanakoACandskull132 d38e6d164f Cancelling and Camfix (#670)
Fixes #123 
Resolves #125
2016-08-03 22:32:05 +03:00
Alberykandskull132 bec6c772e4 Unathi alcohol changes (#664)
Changed asked by unathi lore-person, Jackboot
2016-08-03 03:20:19 +03:00
NanakoACandskull132 73cc47a04c Mice: Resting and squeaking (#598)
A PR for mice
Adds a resting animation, several new audio files, verbs to use them, and a variety of audio changes.
Also fixes a bug where speech_chance was set to zero while sleeping, but not set back when the mouse wakes up
2016-08-02 23:26:26 +03:00
Alberykandskull132 c9f53b0923 New wishgranter and skeletons (#638)
Adding a reworked wish granter, the old ones still exists, and skeletons as a special species (with plans for the future).
2016-08-02 21:45:57 +03:00
NanakoACandskull132 ecf8425a19 Animal Feeding and Hunger (#634)
changes:

rscadd: "Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc"
rscadd: "Animals can now actually consume food instead of nibbling them eternally."
rscadd: "Animals can now be hand-fed by using food on them."
rscadd: "Animals will move more slowly when starving. Examining an animal will show if its hungry."
Basically added a very simple metabolising system for animals, and fixed up various eating/feeding functions. They only metabolise food, any other reagents are just removed and ignored for now, since most chemicals were designed for carbon mobs and often aren't valid
2016-08-02 21:43:03 +03:00
Alberykandskull132 525b3f0864 Adding syndicate cyborgs (#559)
Adding an improved syndicate and a tool that allows people to deploy one, by getting one from the ghost pool.
2016-08-02 21:40:13 +03:00
LordFowlandskull132 8254478a3f Fixes to Rnd MkII (#653)
Fixes #648
2016-07-31 01:07:58 +03:00
NanakoACandskull132 fd345f9fb2 Bot Access (#630)
Added Master access to bot control panels for roboticists and research directors

Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
2016-07-24 23:55:39 +03:00
Alberykandskull132 32a833fa47 Adding combat modules cyborgs (#617)
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
2016-07-24 23:53:08 +03:00
NanakoACandskull132 b7291faccd Voidsuit Naming Fix (#580)
Fixed many little instances where voidsuits were wrongly referred to as hardsuits
2016-07-24 23:50:36 +03:00
skull132andGitHub ca795581ec Of Tugs & Diona (#614)
Diona will now properly gib and remain permadead after gibbing or husking.
Tugs can now be targeted be targeted and snipped at properly.
2016-07-20 18:47:52 +03:00
NanakoACandskull132 de4e73b105 Reported issue fixes (#573)
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
2016-07-14 03:59:26 +03:00
skull132andGitHub d02967db04 Unique round-ID (#569)
Credit to Mloc from Baystation12. I have no clue why the commit didn't co-author properly after cherry-picking v.v
2016-07-14 01:48:21 +03:00
Alberykandskull132 60f4bee6c1 Alberyk dev fixes (#571)
Fixing some wrong path in robotic modules and missing right ear slot contained sprites.
2016-07-14 01:47:28 +03:00
skull132 6dad07be22 Merge branch 'master' into development
# Conflicts:
#	code/modules/mob/living/carbon/human/species/station/station.dm
2016-07-12 07:16:28 -04:00
NanakoACandskull132 c7a5186ef3 pAI and Held Mob Locations (#510)
Fixes #489
2016-07-12 15:11:35 +03:00
skull132andGitHub 6e00593de0 Bugfix Bonanza - Skull's turn (#555)
Fixes #531
Fixes #276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes #92
Fixes #479
Fixes #157
Fixes #533
Fixes #486
Fixes #528
2016-07-12 14:53:57 +03:00
NanakoACandskull132 92ba70df81 Alcohol Tweaks (#530)
- bugfix: "Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses"
  - tweak: "Sip size from alcohol bottles is now the same as for glasses, which is half what it was"
  - tweak: "Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!"
  - rscadd: "Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them"
  - bugfix: "Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength"
2016-07-12 14:53:15 +03:00
NanakoACandskull132 0c749c58c9 Airlock Maintenance Hatches (#480)
Resolves #506
2016-07-12 02:12:15 +03:00
Fire-and-Gloryandskull132 4d94f46bd1 Porting Foxes and Chauncey (#548)
Foxes are great and we need them.
2016-07-11 16:51:33 +03:00
LordFowlandskull132 6458dfad31 Vaurca immunity to tasers and batons (#541) 2016-07-11 16:49:49 +03:00
skull132andGitHub 3663ddcfed Welcome Screen (#535)
The idea is to consolidate all of the spam that you see on the lower right panel into one concrete, semi-persistent pop-up window. Utilizing bootstrap, it'll show you a neat welcome screen, the message of the day, staff memos (if accessible), and a personalized set of notifications. The system is set up for easy future expansion, as well.
2016-07-11 16:48:58 +03:00
Alberykandskull132 ed42f5011f Porting contained sprites and first custom item wave (#484)
Porting the contained sprite var from old code, allowing for less problems with icon storages in the future.

Custom items added:

Antique Pocket Watch - Eric Derringer - xelnagahunter
Mendoza's cap - Chance Mendoza - loow
Ziva's Bandana - Ziva Ta'Kim - sierrakomodo
Fancy Jacket - Zubari Akenzua - filthyfrankster (req_titles: Security Officer, Warden, Head of Security, Detective, Forensic Technician)
Heirloom Unathi Mantle - Sslazhir Yinzr - alberyk
Chich Eyewear - Roxy Wallace - nebulaflare
Data Chip - Roxy Wallace - nebulaflare
Sharpshooter Gloves - Hawk Silverstone - nebulaflare
Data Drive Pendant - Kyyir'ry'avii Mo'Taki - nebulaflare
Graphite's chassis - Grap..Null - dreamixpl
Skrell Purple Head Cloth - Shkor-Dyet Dom'Pesh - mofo1995
Pocket Altar - Kiara Branwen - nursiekitty
Brown Hat - Avery Bell - serveris6
Pinned Brown Coat - Avery Bell - serveris6

Also, adding old custom synth sprites from old code.
2016-07-11 16:46:28 +03:00
skull132andGitHub 8dfb08dab1 Fixes #549 (#551)
Lessons were learned.
2016-07-10 21:49:57 +03:00
skull132 443a49a49b Merge branch 'master' into development 2016-07-10 14:25:54 -04:00