Commit Graph

900 Commits

Author SHA1 Message Date
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
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
Jordan Brown
5da26c6821 Merge pull request #42149 from FrostyFridge/selfsurgery
Allows mechanical organ manipulation to be performed on your own augmented body parts
2019-01-08 16:12:31 -05:00
granpawalton
f686f43a9c definitely not xenos but our original black aliens now have a liver to process reagents 2019-01-06 02:35:55 -06:00
FrostyFridge
cf23448847 adds a self surgery flag, adds it to mechanical organ manip 2018-12-30 21:45:14 -08:00
coiax
7fe47710d4 Only the surgeon of a surgery knows what method of surgery is chosen (#42120)
🆑 coiax
tweak: When laying the drapes for surgery, only the surgeon will know
which proceedure has been initiated.
/🆑

Why? Surgery requires trust, and additional trust will now be required, given
the "brain surgery" and "brainwashing" surgeries have very similar steps. Is
she installing a CNS rebooter, or performing a casual pacification surgery?
2018-12-29 22:41:17 -05:00
coiax
36c225813c Abductor tongue fixes and tweaks (#42072)
🆑 coiax
fix: Abductors created by abductor mutation toxin will be able to talk
to themselves and to other abductors.
tweak: Abductor tongues now have distinct "channels". A person with an
abductor tongue will be able to attune another tongue to the same
channel as their own.
tweak: Speaking on the abductor channel will always use your mob's
"real name".
add: Abductor teams can now purchase additional superlingual matricies
from their abductor console.
/🆑

Essentially, non-antagonist abductors couldn't hear themselves or each
other because of special case handling when the tongue was present
inside someone with the abductor species, in order so mothership teams
could hear only their team.

Now: All abductor speech is only heard by people with the same
"mothership" var as the speech originator. People can attack_self() with
the tongues to attune them to their channel, in case mothership teams
want to buy additional tongues, attune them to their team, and put them
in their abductee victims. It also means that if you kill the Agent,
stick his tongue in your mouth, you'll be able to talk to the Scientist.

Mobs with abductor training (or observers) can identify which channel the tongue is
attuned to.

I also marked the items in the abductor shop that cost two credits.
2018-12-28 21:20:05 +11:00
anconfuzedrock
95553c9a03 Makes extract surgeries more reasonable (#41983)
extract surgeries require FOUR steps, while whatever is embedded continues to
fuck up the person and make them lose all their blood. It's always MUCH more
reasonable to heal the person first and make them violently pull the shuriken
or whatever out of themselves. Now it should be possible to consider doing the
slow-ass surgery.
2018-12-20 12:11:27 -08:00
XDTM
c05b0eaef9 Turns TRAIT_NOCLONE into TRAIT_BADDNA for consistency (#41819)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl

Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.

Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
2018-12-17 13:05:02 +13:00
oranges
1319bae060 Merge pull request #41929 from ExcessiveUseOfCobblestone/tlat-is-processing
Cleans Up "Advanced Surgery Tools" PR (Evil Maintainer Cobby)
2018-12-16 13:08:22 +13:00
coiax
8c8ee67e23 Robotics can print cybernetic organs (also new upgraded cybernetic heart) (#41753)
🆑 coiax
add: Robotics can print cybernetic hearts, lungs and livers at their exofabricators (along
with their upgraded versions).
add: Added upgraded cybernetic heart, just like the regular cybernetic heart,
that doses you with epinephrine when unconscious. But the upgraded version generates a new
dose after five minutes.
/🆑

Robotics should be able to upgrade people with cybernetic organs. Medical want the organs
to save people's lives, Robotics want the organs for augmentation giggles.

Also, there was an upgraded cyberlungs and cyberliver, so I just made an upgraded
cybernetic heart as well.
2018-12-12 21:47:27 -05:00
ExcessiveUseOfCobblestone
d82c8d5fab Fixes Tlats Memery 2018-12-12 17:44:28 -05:00
moo
ec46e8879d Merge branch 'master' into name-muh-glands 2018-12-12 11:49:08 -05:00
moo
d37ba798e1 Merge pull request #41863 from Tlaltecuhtli/surgery-stufffffffffffff
advanced surgery tools
2018-12-12 11:47:00 -05:00
Jack Edge
df4c38809d Merge branch 'master' into name-muh-glands 2018-12-12 00:23:50 +00:00
moo
c68147fe04 Update code/modules/surgery/tools.dm
Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
2018-12-11 21:39:38 +01:00
Tlaltecuhtli
6a7b7ed919 efdsdgfs 2018-12-11 10:04:35 +01:00
oranges
f82cbc04c7 Merge pull request #41880 from ShizCalev/healing-fix
Fixes healing positional argument runtime
2018-12-10 12:57:55 +13:00
ShizCalev
a7f59ece72 Fixes healing positional argument runtime 2018-12-09 15:40:22 -05:00
Tlaltecuhtli
bf1571542c changes 2018-12-09 20:44:13 +01:00
XDTM
b376c7d039 Adds the Ligament Hook and Ligament Reinforcement bioware surgeries (#41842)
* Adds the Ligament Hook and Ligament Reinforcement bioware surgeries

* techweb

* missing define
2018-12-10 00:50:12 +11:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
Tlaltecuhtli
487e2c53a8 commit 3 2018-12-08 19:12:52 +01:00
Tlaltecuhtli
2eedca6736 commit 2 2018-12-08 14:31:09 +01:00
Tlaltecuhtli
87ad45af1c commit1 2018-12-08 14:27:31 +01:00
Jack Edge
76fda7a551 Abductor scientists can examine glands to determine what they do
🆑 coiax
add: Abductor scientists, or people who have had training similar to an
abductor's scientist will be able to examine alien glands to determine
their scientific purpose.
/🆑

Had a lot of fun making up dumb sciencey sounding explanations for the
glands.

Removes the "scientist" var from the species datum, don't need that
anymore.

TRAIT_ABDUCTOR_TRAINING and TRAIT_ABDUCTOR_SCIENTIST_TRAINING are the
important key traits here, assigned in the antag datum. Being an
abductor doesn't give you experience with all their tools, after all.

TRAIT_SURGEON (another trait the ayy scientist has) gives you access to
all surgeries, rather than a more snowflake-style species check.
2018-12-07 18:06:10 +00:00
swindly
6bc49cdd1b adds radial menu to arm-mounted implants 2018-12-06 13:27:00 -05:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
xmikey555
31386f8f93 Pirate language (#41489)
cl
add: Added pirate language, equip a pirate hat to speak it.
/cl

I haven't made a PR here since #23676 but this is pretty simple, it just adds "pirate language" (language only spoken/readable by fellow piratespeakers that looks like pirate slang to others), and makes the pirate hat (yes, the one obtainable from the autodrobe) grant/remove the language.

also i have no experience in dream maker so i'm at least 87% sure i flubbed something up

thanks to qustinnus for helping me out
2018-11-27 14:31:57 +13:00
Jordan Brown
d89f7f9cac Merge pull request #41547 2018-11-18 10:57:47 -05:00
81Denton
0bfe0cc80f Improves Uplink descriptions + formatting (#41565)
* Improves Uplink descriptions + formatting

* ree

* linebreaks

* misc fixes
2018-11-18 10:26:09 -05:00
ShizCalev
013a44eed6 resettispaghetti 2018-11-16 13:56:02 -05:00
nicbn
fdc3cdfa8e Adds NO_BREATH check before calling lungs check_breath (#41526) 2018-11-16 07:25:20 -05:00
XDTM
e31d4f5d26 Makes paralysis trauma more modular, allows paralyzing single limbs (#41140)
* Makes paralysis more modular, allows paralyzing single limbs

* it begins

* Update bodyparts.dm

* damn webeditor
2018-11-15 12:38:01 +01:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
Jordan Brown
499fa2ff37 Merge pull request #41482 from ShizCalev/def-cleanup
Removes undefined macro
2018-11-14 10:42:47 -05:00
ninjanomnom
f5bad18e93 Converts jetpack speed modifications to the new system 2018-11-14 04:04:56 -05:00
ShizCalev
3899f7e55b Removes undefined macro 2018-11-13 14:59:52 -05:00
oranges
ccf24c8e41 Merge pull request #41398 from Mickyan/miasma_warning
Lowers the amount of miasma required to display a warning
2018-11-12 20:46:42 +13:00
ShizCalev
f03e9636b3 BUT YOU AIN'T GOT NO LEGS, LT DAN. (#41410)
Humans with no legs will no longer run around unimpeded.
2018-11-10 19:25:38 -08:00
Mickyan
62af355b88 miasma warning 2018-11-10 16:39:03 +01:00
ShizCalev
54a3e05ff2 Fixes unconsious/dead/sleeping mobs getting notices about limbs being too damaged to function and screaming (#41337) 2018-11-08 18:38:45 -05:00
ShizCalev
c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Mickyan
c0ac8d514f Adds new moodlets, psychotropic drugs (#41207)
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl

Fixes #41170

List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions

Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.

Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
2018-11-04 15:01:05 +13:00
oranges
ce60096218 Merge pull request #41261 from ninjanomnom/floating-movetype
Makes floating a movetype instead of a movable var
2018-11-04 14:54:30 +13:00
Jordan Brown
b101050540 Merge pull request #41253 from ShizCalev/reagent-transfer-logging
Adds logging to reagent transfers
2018-11-02 14:14:28 -04:00
Shdorsh
9343d9e70a [READY]Removal of circuits (#41108)
* Delete integrated_circuit.dm

* Delete integrated_electronics.dm

* Delete pins.dm

* Delete wirer.dm

* Delete helpers.dm

* Delete printer.dm

* Delete analyzer.dm

* Delete debugger.dm

* Delete detailer.dm

* Delete assemblies.dm

* Delete saved_circuits.dm

* Delete boolean_pin.dm

* Delete char_pin.dm

* Delete color_pin.dm

* Delete dir_pin.dm

* Delete index_pin.dm

* Delete list_pin.dm

* Delete number_pin.dm

* Delete ref_pin.dm

* Delete selfref_pin.dm

* Delete string_pin.dm

* Delete passive.dm

* Delete power.dm

* Delete access.dm

* Delete arithmetic.dm

* Delete converters.dm

* Delete data_transfer.dm

* Delete input.dm

* Delete lists.dm

* Delete logic.dm

* Delete manipulation.dm

* Delete memory.dm

* Delete output.dm

* Delete power.dm

* Delete reagents.dm

* Delete smart.dm

* Delete text.dm

* Delete time.dm

* Delete trig.dm

* Update tgstation.dme

* Update multitool.dm

* Delete circuit.dm

* Update tgstation.dme

* Update netdata.dm

* Update ntnet_interface.dm

* stuff

* Update packs.dm

* Update electronics_designs.dm

* Update electronics_designs.dm

* Update multitool.dm

* Update cavity_implant.dm

* Update cards_ids.dm

* Update walls.dm

* Update hostile.dm

* Update all_nodes.dm

* removes circuits from maps

* Revert "removes circuits from maps"

This reverts commit 14daf7770220a8a1d7a8fa497c92d9c866939160.

* Removes circuits lab from all maps

* removes circuits lab from lavaland syndicate base

* fixes space tiles under windows on meta

* Deltastation fixes

* Update multitool.dm

* Update flavor_misc.dm

* Replaces Box circuits with nanites
2018-10-31 15:17:04 -04:00
ShizCalev
6b458564f9 Fixes brain clickon runtime (#41228) 2018-10-31 12:26:03 -04:00
ninjanomnom
4a1c6e7e8f Makes floating a movetype instead of a movable var 2018-10-31 12:19:18 -04:00