Commit Graph

99 Commits

Author SHA1 Message Date
Qustinnus
e1d360ff05 [ready] Golem DLC pass 2018 (Adds new golem types) (#41951)
* Bronze golem

* adds creation

ad

* removes shit adds shit

* temp

* fff

* bone, leather and cardboard

* fff

* boneyard

* temp

* ahahahha dumb moron

* adds durathread golem sprites

* reee

* ass

* Auto stash before merge of "golemgang" and "origin/golemgang"

* fix

* uuh

* d

doned

* remove dupe
2019-01-16 13:42:20 -05:00
coiax
00b53b276a Improves quality of flavoured cigarettes (#42181)
* Improves quality of flavoured cigarettes

* Menthol cigs taste equally of smoke and mint while still buffing
2019-01-09 14:00:54 -05:00
tralezab
240cb31e12 [READY] New Side Antagonist: The Creep! (#42021)
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl

There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.

One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:

    A random creepy objective. It could be taking a photo with them in it, hugging them, etc
    After your are done with your objectives, kill them. you can't complete the objectives when they are dead!

Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
2019-01-07 19:18:35 +13:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00
coiax
84b64328b9 Improves code implementation of the Musician trait (#41742)
cl coiax
add: Any talented Musician can now use any instrument to lift
spirits, and ease burdens. They can now also use the space piano and minimog
to grant people the Good Music buffs, just like a handheld instrument.
/cl

A living mob with TRAIT_MUSICIAN will now apply the Good Music
status effect to everyone who can hear the music. The buff will
now apply even to players who have disabled instrument sounds.

The Good Music status effect lasts for 6 seconds after the
musician stops playing.

Added STATUS_EFFECT_REFRESH that just refreshes the duration
of a status effect, rather than instancing a new one.
2018-12-09 23:08:03 +13:00
XDTM
e0df9bc724 Fixes curse of normality alerts on hypnosis 2018-12-05 11:19:20 +01:00
XDTM
e053faabd0 Adds the hypnotic flash to the uplink (#41604)
cl XDTM
add: Added the Hypnotic Flash to the uplink for 7 TC.
add: The Hypnotic Flash temporarily confuses and pacifies those it's used on.
add: If the victim is in a mentally vulnerable state (hallucinating, insane, reduced mental activity) they will instead fall into a trance, and will be hypnotized by the next words they hear.
/cl

Controlled hypnosis for traitors. Usual caveats apply: Mindshield prevents the trance effect (but not the confusion/pacification) and it can still deconvert from hypnosis; a new hypnosis will override the previous one; and most importantly for any ambiguity the interpretation is mostly up to the victim, so it's not a 100% sure conversion (i'm hoping people won't use this clause to just ignore it).
2018-12-02 20:19:42 +13:00
Emmett Gaines
5f08aa7cca Removes the redirect component usage from a few things (#40847) 2018-10-15 22:48:55 +03:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
XDTM
0b813b63b5 [Ready]Adds hypnosis and the hypnotic stupor brain trauma (#40362)
cl XDTM
add: Added a new severe brain trauma: hypnotic stupor. Victims of hypnotic stupor occasionally fall into a trance, and upon hearing a sentence they'll focus on it to the point of obsession, until it is replaced by a new hypnosis or the trauma is cured.
/cl

Adds the potential for some fancy rp gameplay. The idea is that they should take a passing message way too seriously, while leaving room for interpretation to the player. Hearing an isolated "greytide" over the radio might prompt a player to take up arms against the rampaging greyshirts, another might interpret it as having to become the greytide. Someone who realizes what's up might use this to give clear orders to the victim, although they'll only last until the following trance.

I plan on adding more methods to inflict hypnosis with the same trance->"focus on a sentence" mechanics, perhaps as a traitor/CMO pendulum item, or as a wizard/cult spell.
2018-09-29 10:07:43 +12:00
TheDreamweaver
ef36fe6d64 Adds Gonbolas (#40224)
* Adds Gonbolas

* Gondolafied the status effect a bit more.

* Corrected documentation

* -Restructured status effect handling for better efficiency
-Rebalanced stats

* Fixed qdel
2018-09-12 23:51:22 -04:00
ShizCalev
8a7df8ba45 Makes usage of Nar-Sie consistent (#40029)
cl ShizCalev
spellcheck: Nar-Sie's name has been revised to Nar'Sie.
/cl
2018-09-08 13:31:09 +12:00
Patrick Chieppe
2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
ShizCalev
a9224922e6 Make a few more things pronoun sensitive (#39546) 2018-08-04 15:03:27 -07:00
bgobandit
8f71d71f1e Fix more spelling/grammar (#39450)
self explanatory
2018-07-29 16:19:42 -07:00
Emmett Gaines
418ea4fa2a Fixes redirect component transfers (#39290) 2018-07-24 21:03:53 +02:00
Grandmother of 50
90a1b8c363 Mood Code Improvements [Merge-Ready?] (#39075)
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing


Remember higher sanity is BETTER

You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).

Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
2018-07-20 11:33:00 +12:00
XDTM
43184b87a5 Limb damage rework (#38436)
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.


Fixes #38445


Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
2018-07-17 20:34:02 +12:00
Qustinnus
284f90a3ab Makes some requested changes to mood (#38851)
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
2018-07-08 13:50:54 +12:00
Jordan Brown
98903e3d43 Removes status_effect_listener (#38537) 2018-06-17 21:54:02 -04:00
fludd12
0d429e01b8 [READY][FINALLY] Various Crossbreed Updates (#38039)
* A Variety Of Updates

* Lovey Sprites!

* Adds implementation for listening status effects.

* Fixes implementation, uses defines instead of magic strings.

* Completely reworks status effect listeners

* Fixes Love Potions

* Fixes Approximately All The Things.jpg
2018-06-08 15:51:03 +03:00
kevinz000
4a23703622 Combat Overhaul Staging: Limb Specific Stamina and status effect clickdelay modifiers! (#36274) 2018-03-23 12:36:35 +01:00
kevinz000
d7ffa2ab57 Fixes asclepius rod runtime (#36595)
* Fixes asclepius rod runtime

* isanimal
2018-03-22 12:18:29 -04:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
TheDreamweaver
6cfd7ad9ad Fixes dupe and runtime issues with Rod of Asclepius (#36410)
* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.

* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
2018-03-17 15:21:48 +02:00
TheDreamweaver
f4e0f567ef Replaces alien brain necropolis chest loot with new artifact [MERGE READY] (#36143)
* -Replaces alien brain necropolis chest loot with new artifact
-Adds new artifact to necropolis chests loot, the Rod of Asclepius
-Adds corresponding status effect and defines

* Update necropolis_chests.dm

fixed spelling

* Spelling FIx

*disperses

* Fixed spelling, lowered the boost to the owner, added oxy heals, and refactored some of the code

* Adds some form of sprites (Still subject to change)

* Adds new sprites, fixes slime people taking toxin damage, and adds the rod to list of snake phobia objects.

* Nerfed clone healing and simple animal healing, fixed healing while dead as well as added a death event, tweaked the sprites, and cleaned up some code.

* Fixed grammar and cleaned up some code.

* Further cleaned up code because Cobby is mean.

* FURTHER cleaned up code
p.s. please send help, Cobby is holding me hostage
2018-03-10 02:52:03 -06:00
XDTM
2ac902ab3c Refactors anti-magic into a component (#35639)
* Refactors anti-magic into a component

* plenty o stuff, mainly holy and antimagic traits

* fix

* fix2

* moved to components, moved some of the logic to the component

* don't blame me if the code looks copypastey

* right
2018-02-26 09:45:12 +13:00
Ashe Higgs
863afe9f9f Adds bastion bourbon and squirt cider (#35892) 2018-02-24 00:05:10 -05:00
BordListian
6da8820fee Fixes negative bodytemp in some cases and shivering not doing anything unless you're already very cold (#35796)
* - Stop subtracting from bodytemp please
- Also fixes shivering

* - Jesus christ why did you make me do this

* - missed one
2018-02-23 21:34:53 +02:00
MoreRobustThanYou
1c42a8186a Heart Disease 2: Electric Boogaloo (#35296)
* Heart Disease 2: Electric Boogaloo

* Upd8
2018-02-08 22:01:55 +13:00
Robustin
418a8c0112 Cult Update (#33810)
* Cult overhaul
2018-01-30 21:59:03 +02:00
Ashe Higgs
c05174056d Refactors and nerfs Fleshmend (#34458)
🆑 Xhuis
balance: Fleshmend can no longer be stacked several times at once.
balance: Fleshmend no longer heals changelings who are on fire, and heals burn damage half as quickly as brute and oxygen damage.
code: Fleshmend has been refactored into a status effect.
/🆑

Fleshmend is one of the abilities that makes changelings unkillable combat juggernauts with essentially no counterplay, so I decided to change it:

    First of all, refactored it into a status effect that cannot stack, meaning that only one instance of Fleshmend can be active at once
    Instead of healing 10/10/10 brute/burn/oxy damage, it now heals 10/5/10, emphasizing changelings' weakness to fire
    If a changeling is on fire, Fleshmend will not function at all

This keeps Fleshmend powerful for healing in and out of combat, but adds counterplay to it and gives changelings something to fear: fire. With an extinguisher, they still need to manage their inventory to use it, and even with a fire-immune suit and helmet using the fire on them as a weapon will be unable to use their Fleshmend trump card to outheal any damage they take.

I'll be keeping an eye on changelings after this is merged and adjusting accordingly.
2018-01-25 08:55:53 +13:00
ShizCalev
18892a0dc5 Corrects inconsistent usage of 310.055, 310.15, & 310 as body temp (#34134) 2018-01-07 15:01:26 -02:00
Xhuis
2fedae91f8 Small clockcult balance patch 2017-12-20 11:51:22 -05:00
Emmett Gaines
25080ff2c4 defines math (#33498) 2017-12-17 11:02:11 -05:00
Emmett Gaines
7c69cdcb8a Revert math (#33059)
* Revert "all this wrapping and it's not even christmas (#33035)"

This reverts commit faaf151580.

* Revert "fuck me for forgetting to graph this one"

This reverts commit 45d7acea2f.

* Revert "defines math"

This reverts commit 2817a1737b.
2017-11-23 20:59:52 -05:00
ninjanomnom
2817a1737b defines math 2017-11-22 17:36:58 -05:00
kevinz000
64851d819a Moves projectile processing to a subsystem (#30599)
ITT worst coder tries not to break everything and improve the code.
fixes #29211
🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑

Also lets just
fixes #18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
2017-10-16 15:50:42 +13:00
Joan Lung
ef7ac190f3 Fixes Vanguard never stunning for more than 2 seconds 2017-10-01 19:29:34 -05:00
Robustin
ec3f7623df 2H Sword to the Cult Forge - Robustin's Github Adventure (#30887)
* Automatic changelog generation for PR #30056 [ci skip]

* Updated old code

* Slowdown does nothing, removed

* Updated Sprites and Fixes

* Mysterious block issue fixed

* Update cult_items.dm

* Update buffs.dm

* Update book.dm

* Update cult_items.dm

* Delete whirlwind.ogg

* Add files via upload

* Delete items_and_weapons.dmi

* Add files via upload

* Shard list fix

* Final error fix

* Review changes, dash datum

* Why was this a diff

* Uses roundstart time for delay

* Simpler Soul Storage
2017-10-01 01:01:50 -04:00
Ashe Higgs
b7e7779c19 (Ready) Clockwork Cult Rework: Proof-of-concept (#29741)
* Starting on the rework

* Reworks the Ark

* Work on Reebe

* More Ark stuff

* this too

* Removes ark silliness, remaps Reebe a tad

* Spawning mechanics

* Work on gamemode code

* Finishes up ark stuff

* Removes Judgement, and lots of other changes

* New Ark activation sounds, Ratvar text

* Spawn protection!

* Adds the abscondence bijou

* Bijou stuff

* well, this is it

* somewhat absentminded coder

* Remaps the Reebe z

* replica fabricators now work!

* Guide paper!

* Now they're clockwork floors

* Infirmary, tweaks, numbers

* A new thing!

* this is ok for now

* I was gonna whine but it's actually necessary

* Adds damage scaling to ocular wardens

* I missed a thing

* you can go back too

* New clockwork armor sprites

* Weapons, scripture, oh my!

* no! shoo!

* hey, I forgot about you!

* this looks much better, I'll give you that

* no teleporting into the void!

* we have no need of you anymore

* Conflicteroos

* AUTOMATIC SPINNING CHAIRS

* how many times do we have to teach you this LESSON OLD MAN

* flagged!

* last time, meesa promise

* Conflicts 1

* wood filling

* Kindle is a projectile, and other stuff

* Chameleon jumpsuit, some small changes

* 150 hours of testing

* Curious is the trapmaker's art

* Conflicts 1

* naaah

* Fixes an ark sound

* Removes the prolonging prism

* Adds a delay to warping in

* First steps towards changing the power system

* Removes power from sigils, moves to global

* Conflicts 1

* zoom zoom

* Adds the stargazer, re-adds conversion

* conflicts? more like CLOCK-flicts

* get it? clockflicts?

* Daemon tuning

* Scraps components, 1/?

* A grace period, among other things

* You can't get to reebe from space no stop bad

* Adds some cogscarab shells to Reebe - yes, I get the sounds

* FUCK

* Chairs are very important.

* Clock golems, sound improvement, intercoms

* Sounds, floor fixes, conflicts

* Fixes the conflicts

* Prevents intercom use during non-clock rounds

* Wiki, HUD timer, tweaks, golems

* Components, removes unused structures, rep. fab power

* go-time

* Ending the round is not a good idea

* whoops, forgot about you

* ssh is ok

* this works too
2017-09-27 09:21:26 +13:00
CPTANT
f68b0972df Stamina regen light 2017-09-16 12:59:50 +02:00
Joan Lung
b00258e896 Makes shiny versions of lavaland monsters slightly more distinct (#30502)
* Makes shiny versions of lavaland monsters slightly more distinct

* classic

* lower drop

* tweak drops

* this is kind of absurd
2017-09-11 21:54:09 -04:00
Joan Lung
6d0b0f067d fix 2017-08-28 12:08:17 -04:00
Joan Lung
006d2b011e Cult ghosts can no longer be potentially deconverted or debrained 2017-08-28 11:20:12 -04:00
Joan Lung
c208d1efa3 Some more tweaks to Geis (#29662)
* Some more tweaks to Geis

* fixes

* it rounds to 0.1

* let's bring this back

* this is kinda shitty but eh

* continually smart

* oh right
2017-08-24 20:46:15 -05:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Jordan Brown
d1ae0a0c95 Adds helpers to avoid << use (#29611) 2017-08-09 00:27:54 -03:00
Joan Lung
f06cde49b4 Fixes carbons not handling the Blood-Drunk status effect properly 2017-07-16 10:26:59 -04:00
Joan Lung
bea7bf9297 Adds Necropolis curses for cursed items in Necropolis ruins (#28992)
* Adds Necropolis curses for cursed items in Necropolis ruins

* Adds sounds credit @FuryMcFlurry

* stat tweak

* these are painful enough

* a bit stronger

* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't

* smart coder 2000

* bossed around
2017-07-06 11:14:26 -04:00