Commit Graph

2696 Commits

Author SHA1 Message Date
PKPenguin321
44594790a9 krav maga touchup (#21337)
* krav maga touchup

Fixes a bad check for when to play the kick hitsound

* clamps losebreath/silence on lung punch/neck chop to 10

also tweaks leg sweep desc

* hopefully fixes the clamps
2016-11-04 13:29:42 +01:00
oranges
70d0b3d544 Merge pull request #21306 from XDTM/MinusPlusSpam
Removes virus DNA Restoration's healing overlay
2016-11-03 15:20:26 +13:00
Joan Lung
ee76078d16 Merge pull request #21060 from phil235/Color_washing
Adding var/list/atom_colours to /atom .
2016-10-31 21:12:29 -04:00
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
phil235
2dc956bea0 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/gamemodes/clock_cult/clock_scripture.dm
#	code/game/gamemodes/clock_cult/clock_structures.dm
2016-10-31 19:59:00 +01:00
XDTM
cb59cfb65b Removes + bloat 2016-10-31 10:42:40 +01:00
Leo
03b4df6490 Fixes a runtime with weather 2016-10-30 11:59:42 -02:00
Joan Lung
7262c16328 Merge pull request #21243 from lzimann/selflog
You can see your own attack log once again
2016-10-29 15:50:55 -04:00
Joan Lung
663ef769f7 Reworks Guvax (#21202)
Guvax is now targeted; invoking it charges your slab to bind and start converting the next target attacked in melee within 10 seconds. This makes your slab visible in-hand.
tweak: Above 5 Servants, the invocation to charge your slab is not whispered, and the conversion time is increased for each Servant above 5.

Using Guvax on an already bound target will stun them. The bound target can resist out, which will prevent conversion.

Sentinel's Compromise is now targeted, like Guvax, but can select any target in vision range.

Sentinel's Compromise now also removes holy water from the target Servant.

Clicking your slab will cancel these scriptures.

Both of these will change your cursor, to make it obvious they're active and you can't do anything else.


Convert times are faster at very high servant amounts, but it's much easier for 1-on-1 conversions to go wrong and have the target escape. (Though the binding makes early conversions slightly easier.)

Resist time for the binding is a flat 4 seconds, and moving/being moved while chanting will break it immediately.
Formula for conversion time is 5 + (0.5 for each valid servant above 5) seconds up to a maximum of 10 seconds at 15 servants.
2016-10-29 18:16:21 +13:00
Lzimann
90d76b652c You can see your own attack log once again 2016-10-28 17:35:22 -02:00
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
Joan Lung
40d331ab5a The Judicial Visor no longer requires an open hand to use (#21138)
* The Judicial Visor no longer requires an open hand to use

* SMITE

* ew ew ew
2016-10-24 22:54:04 +13:00
Joan Lung
5d878656c7 Fixes a bug with wraith spectacles 2016-10-20 23:06:08 -04:00
Joan Lung
30499f6fc1 Wraith Spectacles will now slowly repair the eye damage they do (#21009)
* Wraith Spectacles will now slowly repair the eye damage they do

* acceptable to fruit
2016-10-21 15:50:02 +13:00
Joan Lung
7f89fdf39f The range for combat-y visible messages is now a define (#21077) 2016-10-21 15:20:14 +13:00
phil235
1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
oranges
962f83f040 Wake me up inside
Cant wake up
2016-10-21 11:09:30 +13:00
uraniummeltdown
38b0a67858 Swedish (#21011)
* makes swedish gene more swedish

* fixed an indent

* puts the indent back

* gets rid of unneeded upper case lines
2016-10-21 09:10:05 +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
oranges
97eb86f34d Adjacency check for grab and code move
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.

Moves the code into the click code and not down in the martial arts code
2016-10-19 21:55:34 +00:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
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
lordpidey
499cb6c7db Minor devil fixes (#20770)
* Replaces OBLIGATION_DRINK with a much more appropriate fiddle reference
Attempting to clone soulsellers no longer works.  Fun things happen if you try.
Fireproof paper no longer becomes unreadable on burning.
Made a generic "Conjure item" spell as a superclass for the summon pitchforks.  These spells summon/unsummon an item directly into your hand.
You can no longer spam ghosts with the infernal revival contract.

* Adds the sprites for the golden violin

* Fixes compile error.

* Small changes for AnturK

* I speel gud.
2016-10-18 08:45:45 +02:00
oranges
86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
Militaires
2431e709b8 CQC PR AGAIN and does what orangus wanted. (#20932)
A third martial art, CQC, has been added and is now available to nuke ops instead of sleeping carp

added leg sweeps by resting and then harming someone, so that you can flank someone by pretending to be crit or ded henk, not putting it in the recall teachings cause im a memer like that

new: CUSTOM CQC SOUNDS
2016-10-18 09:11:02 +13:00
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
Cruix
573ec3f9ba Fixed krav maga disarm not respecting NODROP. (#20975)
* Fixed krav maga disarm not respecting NODROP.

* Reverted change to krav maga disarm not giving the successful disarm message if the item it was disarming did not exists.
2016-10-15 22:12:16 -05:00
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
phil235
f9c71fbfb0 Made some slightly less uglier sprites for attack effects.dmi
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.

I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.
2016-10-15 16:10:28 +02:00
phil235
43812be1b0 Merge branch 'master' of https://github.com/tgstation/-tg-station into hit_message
# Conflicts:
#	code/game/mecha/mecha_defense.dm
2016-10-13 20:04:59 +02:00
phil235
1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
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
Cyberboss
a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Joan Lung
937b68bfc4 Emags will no longer work on Ratvar-serving cyborgs (#20845)
* That's right, your master is RATVAR.

* CONTROL YOUR INDENTATION

* it's a good thing there are people actually reviewing my code now

* syntax
2016-10-11 09:20:29 +13:00
Kyle Spier-Swenson
c0626135ea Fixes browser datum's not having a style. 2016-10-09 16:34:33 -07:00
Joan Lung
9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Joan Lung
306313af52 Player simple animals no longer count as traitors (#20835) 2016-10-10 11:30:45 +13:00
Kyle Spier-Swenson
06a826dd18 Makes browser datum use asset cache (#20847)
* Makes browser datum use asset cache

This should shave one or two round trips off of the lag for player preferences window, since it was sending the css for browser datums every load.

* Fix improper casing
2016-10-10 11:28:29 +13:00
Joan Lung
d5a9a5fd77 who's mind? (#20834) 2016-10-09 17:19:41 -05:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung
9e8afbf999 Oh dear (#20837) 2016-10-06 01:07:02 +02:00
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
Cheridan
6987882e51 Merge pull request #20784 from ChangelingRain/itworkssortofexceptforthebugs
Fixes "Datum Antagonists"
2016-10-01 15:23:40 -05:00
Joan Lung
dd9a3e9c9a did I actually test anything? 2016-10-01 14:47:42 -04:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
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