Commit Graph

402 Commits

Author SHA1 Message Date
oranges
70d0b3d544 Merge pull request #21306 from XDTM/MinusPlusSpam
Removes virus DNA Restoration's healing overlay
2016-11-03 15:20:26 +13:00
AnturK
8a66f3147b Fixes two more runtimes (#21278)
* I don't know what this equation is supposed to do, but byond does not support imaginary numbers out of the box

* Sanity check for bombs

* Assume 0 value if negative.

* There is no revert commit button on github.
2016-10-31 13:37:08 -06:00
XDTM
cb59cfb65b Removes + bloat 2016-10-31 10:42:40 +01:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
oranges
962f83f040 Wake me up inside
Cant wake up
2016-10-21 11:09:30 +13:00
Joan Lung
f7cb11bf69 Merge pull request #21040 from XDTM/Stats
Allows Pandemic to read stats, adds a properties list var to viruses.
2016-10-19 18:51:40 -04:00
XDTM
dff01374f6 Rogue space 2016-10-18 10:48:37 +02:00
XDTM
c8744d8ef7 Not this one 2016-10-18 10:47:56 +02:00
XDTM
95507a0c09 Read them stats 2016-10-18 10:43:19 +02:00
XDTM
c7d0bd6d1a Make code work properly 2016-10-17 21:51:16 +02:00
XDTM
a6ea3f7ead Fixed symptom alteration 2016-10-17 16:08:52 +02:00
XDTM
fc85b044cc Random stats 2016-10-17 09:02:26 +02:00
phil235
f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
XDTM
184e486e41 Virology Rework (#20843)
Added four new symptoms: Regeneration and Tissue Regrowth heal respectively brute and burn damage slowly; Flesh Mending and Heat Resistance are the level 8 version of those symptoms, and heal faster.

The Toxic Compensation, Toxic Metabolism and Stimulants symptoms have been removed.

Viruses no longer stack. Viruses can be overridden if the infecting virus has higher transmittability than the previous virus' resistance.

Viruses can now have 8 symptoms, up from 6.


Based off of suggestions in coderbus.
Changes:
-Advanced viruses no longer stack. Limit of one.
-Viruses can now have up to 8 symptoms. Stealth threshhold of the Pandemic has been raised to 4 to compensate.
-Viruses can now take over other advance viruses on spread, if their Transmittability is higher than the defending virus' Resistance.
-Some viruses no longer use chems, but the effects are mostly unchanged.
-Removed Toxic Compensation, Toxic Metabolism, Anti-Bodies Metabolism and Stimulants.
-Added Regeneration and Flesh Mending, brute-healing symptoms. Flesh Mending is level 8 and also turns cloneloss into burn damage.
-Added Tissue Regrowth and Heat Resistance, burn-healing symptoms. Heat Resistance is level 8 and also helps stabilize body temperature.
-SYMTOM_ACTIVATION_PROB has been increased to 5% from 3% to make up for the loss of stacking.
-Healing procs every tick for 1 damage (2 for the upgraded ones).
2016-10-13 12:42:16 +13:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
oranges
d9dce542cf Merge pull request #20583 from kevinz000/_blames_virology_for_failure_to_git_gud
"Invisible healing is bad"
2016-09-24 19:49:49 +12:00
kevinz000
0b4172a46c fixed 2016-09-19 18:37:30 -07:00
kevinz000
b319080c79 effects 2016-09-18 17:56:28 -07:00
XDTM
a5cde11068 No free stats 2016-09-17 14:09:46 +02:00
phil235
443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
XDTM
7dc10ddb85 Modified Longevity 2016-08-20 19:51:59 +02:00
Lan
40b259eff7 Adds 5 new lategame/Non-roundstart symptoms (#19693)
* Adds a uranium buffed versions of symptoms

* adds powerful uranium viruses

* a

* fixes and rebalance.

* typos
2016-08-10 12:14:21 +12:00
Incoming
cf6df82a62 Parrot stress relief pull:
Buffs parrots health from 20 to 80.
Parrots have gone from opportune attackers (attack weak babies) to aggressive idiots (attack so long as I have good health)
Fixes a obscure little bug where a parrot left alone without anyone to hear them couldn't speak through radios.
Ghost poly can now posses people who try to attack them and force them to spout parrot lines.
The ghost poly easter egg now has a very rare chance of happening every time poly dies.
2016-08-03 17:09:01 -04:00
c0
d7eee00a0b Fixes runtimes in sensory deprivation symptom 2016-06-13 17:51:25 +03:00
Cheridan
f3ef584a6c Merge pull request #17835 from LanCartwright/chokingruntime
fixes choking.dm runtime due to new viruses
2016-05-27 14:56:10 -05:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
Akke
62bdc2d859 changes to (sqrt(21+A.totalStageSpeed())/2)+(sqrt(16+A.totalStealth()*1)) sqrt(21+A.totalStageSpeed()*0.5)+sqrt(16+A.totalStealth()) 2016-05-22 22:34:08 +01:00
Akke
c74c17374a fixes choking.dm runtime due to new viruses 2016-05-21 23:53:47 +01:00
phil235
95959a76ef Merge branch 'master' of https://github.com/tgstation/-tg-station into AdminRequests1
Conflicts:
	code/modules/admin/verbs/randomverbs.dm
2016-05-07 12:33:06 +02:00
phil235
68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
Cheridan
5a766b0a63 Merge pull request #17236 from optimumtact/patch-2
Fix call to add reagent for inacusiate
2016-04-30 05:27:14 -05:00
Cheridan
7644c7f47c Merge pull request #17235 from optimumtact/patch-1
Prevent negative sqrts in dna heal
2016-04-30 04:21:15 -05:00
Jordie
53fd10c54b Merge pull request #17256 from tgstation/revert-17086-planes_on_a_snake
Revert "Move some stuff from different layers to different planes"
2016-04-30 15:34:17 +10:00
Cheridan
d662b0e455 Merge pull request #17218 from phil235/FixTalkingInPipes
No longer deaf while inside pipes
2016-04-29 20:34:03 -05:00
KorPhaeron
0bbcc00c4d Revert "Move some stuff from different layers to different planes" 2016-04-29 16:07:23 -05:00
phil235
4efb343d77 * Admins can now bypass the vote creation cooldown.
* Messages in a mob's say_log var are now timestamped and include the coordinates of the mob at the time.
* Fix oil slime extract explosion reaction not being logged.
* Fixes lack of log for reagent explosion.
* Mob's attack_log now show when the mob was electrocuted. Doors get an electrification log when electrified (including via an EMP).
* Fixes gibself admin log showing null instead of the key.
2016-04-29 18:21:53 +02:00
oranges
622b130be9 Proper call to add reagent
Fixes runtime
2016-04-29 21:39:53 +12:00
oranges
a52cba944b Prevent negative sqrts in dna heal 2016-04-29 21:17:05 +12:00
phil235
750eaa4a57 invisibility = 100 and 101 now use defines. 2016-04-29 01:00:05 +02:00
MrPerson
3f70f880ac Move some stuff from different layers to different planes
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).

Also created a file to contain plane and layer defines for hopeful eventual use.

Hopefully this doesn't change anything now but does enable some nifty new features in the future.
2016-04-24 04:03:41 -07:00
Akke
dedf15c2c5 Reworks sensory.dm 2016-04-21 19:30:28 +01:00
Akke
e98f0acc27 fixes ancient tier bug where stealth 3 advanced viruses were visible on PANDEMIC. 2016-04-04 23:55:58 +01:00
Cheridan
6f5b567866 Cleans up some text formatting 2016-03-27 14:13:16 -05:00
Xhuis
cc62b89baf Fix bundle 2016-03-26 15:15:31 -04:00
Cheridan
529043d53c Merge pull request #15396 from LanCartwright/sensory
Adds sensory.dm restoration and destruction viruses
2016-03-19 21:07:14 -05:00
Akke
09a5017529 changes math from (sqrt(20+A.totalStageSpeed()*3))-(sqrt(16+A.totalStealth()*(1+rand())))
to
(M.reagents.get_reagent_amount("mannitol") < 10)
 +		M.reagents.add_reagent("mannitol", 10)
to
(sqrt(20+A.totalStageSpeed()*(3+rand())))-(sqrt(16+A.totalStealth()*rand()))
2016-03-16 00:50:35 +00:00
Akke
c05c6f4d20 -math really fucks with me, especially shit that requires miunses 2016-03-16 00:10:37 +00:00
Akke
74df41cf02 re-nerfs heal.dm toxic filter to match current output. 2016-03-09 21:36:09 +00:00