Commit Graph

3839 Commits

Author SHA1 Message Date
fernerr c1ab0e6ada Some bugfixes (#7054)
Fixes #7052
Fixes #6984
2019-09-24 07:44:39 +03:00
alsoandanswer 9553d94bad Refactors , resprites and rebrands RCDs (#6985) 2019-09-24 01:07:11 +04:00
fernerr 32873fbeb9 Makes it so surgeons no longer mistake their tools for donuts (#7041) 2019-09-23 01:08:07 +04:00
alsoandanswer d2af3fe861 Tweaks some coder-sprites (#7011)
Tweaks some coder-sprites.
2019-09-22 15:24:54 +03:00
fernerr 77c3554b85 Fixes some energy melee weapons being unable to be picked up after being dropped (#7033)
This is done by moving the dropped proc that deactivates them so it works with all energy melee weapons and not just the basic energy swords.
2019-09-21 20:28:01 +03:00
Geeves c2979e5496 Shinobi: Geeves Destroys Game Balance: Electric Boogaloo (#6989)
Added a ninja frequency to radios which ninjas spawn with to collaborate.
    Two ninjas now spawn instead of just one.
    Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
    The ninja suit now has new lights, and its shoes are now magboots.
    Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
    Added new advanced combat belt, can hold various gear that a ninja would usually come across.
    Gave the ninja teleporter a 5 second cooldown between uses.
    Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
    Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
    Gave the ninja a new uniform + gloves.
    Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
2019-09-19 09:43:30 +03:00
Alberyk ee5d061ee6 Bugs fixes: skrell stuff and idris uniforms (#7010)
-fixes idris uniforms being invisible
-fixes a typo in the skrell star projector
-fixes the skrell plant missing from xenobotany storages
-tweaks the starry projections to last less time
2019-09-18 20:38:31 +03:00
Alberyk 199da5f41c Adds more skrell stuff (#6991)
-adds some skrell items to the loadout
-adds an unique jumpsuit to the jargon consular officer
-adds some new skrell markings
-adds a new sprite for a skrell holy book
-adds a new skrell plant
-adds some new skrell related drinks
2019-09-17 21:53:51 +03:00
Alberyk 0e80790893 Bug fixes: tcfl vox, impact wrench again, KA pin exploit (#6997)
-fixes impact wrenches again
- fixes #6995 by making the rigs species restrictions not stupid
-fixes ka having firing pins
- fixes #6697
2019-09-16 22:26:36 +03:00
Alberyk 30dbd1f1cd Bug fixes: impact wrench and breacher shoes (#6993)
- fixes #6988
- fixes the breacher having the wrong shoes colors
2019-09-14 21:28:04 +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 28e6d6df15 Fixes trays spilling their contents even when putting them on a table (#6972) 2019-09-09 22:00:03 +02:00
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
fernerr b7a98f0378 Increases the storage capacity of sharps disposal boxes. (#6951)
They can now fit as many syringes that a syringe storage box contains.
Also made them unfoldable.
2019-09-08 12:21:20 +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 9b478773c4 Janitor Update (I'm bad at code edition) (#6928) 2019-09-06 21:23:55 +02:00
Karolis bd7b563ce7 Adds keypad maglock (#6871)
Makes maglocks mappable
Add keypad maglock
Add vars that let make maglocks invincible and not require power.
2019-09-05 11:01:54 +03:00
Alberyk 4765750be0 Bug fixes: drugs, full hydrobelts and a bit more (#6935)
-fixes the matake mantle having the wrong sprite
-fixes #6918
-fixes #6917
2019-09-03 21:15:46 +03:00
Wolfgang 14c1b48265 Bad init calls fixes (#6937) 2019-09-02 07:05:46 +03:00
Werner 7b6a759361 Cleans up the Database. (#6893)
* Cleans up the Database.

Changes the charset to utf8mb4
Changes the collation to utf8mb4_unicode_ci
Adds foreign keys to various tables that use the ckey
Cleans up various inconsistencies (key used in a ckey field, wrong dates, ...)
Changes the columns in ss13_cargo_items that hold json to JSON

* Corrects Migration Number

* Only drop tables if they exist.

* Attempts to please travis

* Moves another comment

* Moves the sol swords out of energy and into misc
2019-08-26 23:08:53 +02:00
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
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
Mykhailo Bykhovtsev c3382c9c14 Refactoring and fixing bugs in animal traps (#6860)
refactor: "Traps have been refectored code-wise to work like chairs/beds. Hence eliminating craptons of bugs." Fixes #6667
    spellcheck: "Fixed spelling in messages from traps."
2019-08-19 22:49:22 +03:00
ParadoxSpace a7ff20218a removes secborgs (#6733)
The evil will finally be defeated.
This takes security borgs out of the game entirely. They bring pretty much nothing to the table, in terms of either roleplay or positive influence to the station.
Also, combat and syndicate modules now have cuffs.
2019-08-17 19:23:11 +03:00
Werner 74914af33a Changes the RCD to only work on station levels (#6866)
Changes the RCD to only work on station levels
2019-08-17 14:57:06 +03:00
Alberyk 2824a51cf0 Adds more depth to citizenship and religion choices at the character setup (#6785)
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
2019-08-16 19:16:20 +03:00
Matt Atlas 004119f9f1 Removes PDA ID extraction sound, lowers arcade machine sounds. (#6836) 2019-08-08 20:16:39 +02:00
Lady Fowl dbfefaa70f Adjusts welder bomb timers (#6630)
Makes it much harder to welder bomb maliciously, gives people a prompt confirming they understand what they are doing, ensuring that it keeps those who are doing so maliciously from those on accident
2019-07-31 00:09:15 +03:00
Karolis 8b785b3815 New record consoles and removal of old datacore, adds SSrecords (#4878)
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.

Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.

    Add new records console and admin record management.

I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
2019-07-27 12:24:16 +03:00
MarinaGryphon 68dd51121c Makeshift Chemistry and Medical (#6618)
Skull is fucking CRYING right now.
2019-07-26 11:57:05 +03:00
Alberyk 8ceefde494 Replaces the IAA with the Representative job (#6752)
This pr does what is suggested in this thread: https://forums.aurorastation.org/topic/12395-iaa-rework-representatives/
2019-07-25 01:15:21 +03:00
Erki b435a8f573 Faction updoots (#6765) 2019-07-24 21:09:16 +02:00
Matt Atlas d9fb393845 Unifies wield-shotgun and wield-rifle into wield-firearm. (#6591)
Title says it all.

This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
2019-07-21 22:53:27 +03:00
ParadoxSpace 4d91774fad Some Vaurca Clothes (#6731)
As on the tin. Shrouds in preset colors (a little helmet), and a recolorable mantle. Also, shaper helmet now actually covers the head.
2019-07-21 22:22:28 +03:00
Erki bd2d9a184d Better factions and contractors (#6493)
Intent of this PR: make factions actually matter.

How we're going to do this:

Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
2019-07-16 00:21:34 +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
ParadoxSpace f447e175a9 New Vaurca Antennae (#6648) 2019-07-06 00:24:32 +02:00
ParadoxSpace 6916089d4e Replaces Mice w/ Rats (#6625) 2019-07-06 00:03:35 +02:00
Mykhailo Bykhovtsev df4ccdd7b4 Bugfixes (#6664)
Fixes #6504

Fixes #6508

Modular guns can now be used for turret construction

bugfixes were seperated from: #6505
2019-07-05 09:17:54 +03:00
Lady Fowl 99bc56fc39 Borg Adjustments (#6600)
balance: "Medical borg's are now able to handle tanks, breath mask's and organs with chem gripper."
    tweak: "Renames Hunter Killers to Military Frames."
2019-07-04 22:35:43 +03:00
Geeves 1087bc9aaa Medical Nerf: Handheld Adventures (#6542)
Modifies the Handheld Health Analyzer's readouts a little.

Firstly, it displays if someone is malnourished or dehydrated.
Secondly, it changes the numerical damage values you get if you scan someone into words, this prevents doctors from screaming "OH YOU HAVE 0.3 TOXINS", which doesn't really make sense in any term of lore standards. I guess. Lmao.
Thirdly, it removes the weird "Anatomical damage detected" lines, because those are literally just repeats of the damage values you're already getting.
2019-07-04 21:19:20 +03:00
Geeves 080023d25f Unapologetic Manhack / Viscerator Nerfs (#6645)
Removes the flashing effect on manhack grenades. It lasted around two to three seconds, making escape nigh impossible.
    Made manhacks do a random number between 10 and 15 damage.
    Made manhacks easier to click on by giving them a small invisible square around their sprite.
2019-07-03 21:05:17 +03:00
Alberyk d04533698b Fixes two missing sprites (#6651) 2019-07-03 18:18:28 +02:00
fernerr 92e5c89ee8 Adds the ability to lay out towels flat on the ground (#6631)
After seeing in the recent beach episode that players had to deal with only being able to relax on folded up towels, I've added a verb to them that lays it out flat on the ground instead. When you pick up the towel it turns back into its regular self again.
2019-07-02 22:23:07 +03:00
alsoandanswer 53c5ff67a5 Fixes #6567, tidying up glass code and #6575, #6577 (#6576) 2019-06-25 17:39:04 +02:00
Alberyk 539fc8ea4e Ports makeshift splints (#6603)
This pr ports makeshift splints from polaris. You can make them with rods and duct tape, they can only splint arms and legs.
2019-06-24 19:45:12 +03:00
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
Alberyk f636425d74 Removes an unused species (#6585) 2019-06-19 18:19:36 +02:00
fernerr 77c262e9a2 Security and Central command uniforms sprite overhaul (#6560) 2019-06-18 00:28:53 +02:00