Commit Graph

55 Commits

Author SHA1 Message Date
Joan Lung
7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00
Joan Lung
79b226feb8 The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective (#19864)
* The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective

* you're so fucked

* behold

* clang
2016-08-16 10:24:36 +12:00
Joan Lung
01e74ea035 Colossus now uses an overridden devour() proc to disintegrate (#19618) 2016-08-01 16:03:37 -05:00
Joan Lung
ed67b868aa Hierophant Messages now support arbitrary span classes and titles 2016-06-30 07:56:49 -04:00
Joan Lung
fa97d754cd Neovgre span class is now red instead of dark blue (#18987) 2016-06-28 15:52:41 -04:00
oranges
3250d74eb5 Revert "Removes umbras" 2016-06-22 09:06:05 +12:00
Xhuis
a717ab41c6 Removes umbras 2016-06-20 02:10:56 -04:00
Xhuis
75d9e4174f [s] Lavaland Patch (#18398)
* Commit squash before update to master

* Removed repathing and slot machine shenanigans

* Legion spawn changes

* Map edits, round II

* Some changes

* Removes map changes, hopefully

* Conflicts 1

* Updates the maps

* Conflicts 2

* How about now?

* Remaps the colossus arena

* Restores old colossus spawning
2016-06-16 22:00:09 -05:00
Xhuis
527dddd95d Complete Revenant Rewrite (#18522)
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.

Total change list:

    Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
    Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
    Umbras' health is not based on vitae but has a hard cap at 100.
    Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
    When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
    Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
    EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
    Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
        Toggle Nightvision is self-explanatory.
        Discordant Whisper is identical to the original revenant's transmit.
        Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
        Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
    Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
2016-06-17 10:58:07 +12:00
Joan Lung
cd887746f9 dlique no 2016-06-06 09:39:53 -04:00
Joan Lung
f64e687250 Adds the Clockwork Obelisk, Mania Motor, and Vitality Matrix 2016-06-05 18:45:32 -04:00
Xhuis
c9552c5d70 Readds missing spans 2016-05-16 18:20:30 -04:00
Xhuis
23073619a2 Conflicts III 2016-05-15 00:59:44 -04:00
Xhuis
45ef8a5e00 Ratvar, the Clockwork Justiciar 2016-05-15 00:59:28 -04:00
Shadowlight213
320bb39eba Removes abductor ability to use guns. (#17515)
* Removes abductor ability to use guns.
Removes agent starting out with an alien blaster

* removes comment

* Makes Abductors able to use alien pistol

Alien pistol now has ALLOW_ALL trigger guard to overcome abductor's
natural NOGUN.

Pistol now starts in the backpack, and the wondertool on the belt.

In addition:
 - Replace multiple copies of IsAbductor() with a single isabductor()
   proc in code/__HELPERS/mobs.dm
 - Adds icon for alien firing pin
 - Adds abductor span for ayylien communication
2016-05-11 20:28:52 +01:00
bgobandit
dc9c725e41 Adds the clown megaphone. Standardizes megaphone font. Fixes typo. Adds self to admins.txt. 2016-04-04 02:13:33 -04:00
Nerd Lord
420d637f1e span classes update, reset guardian can now remove specific guardians instead of checking for each 2016-03-28 12:02:07 -04:00
KorPhaeron
66ed7605d7 Command Headsets 2015-12-22 09:36:10 -06:00
Nerd Lord
1414070115 Cult theme update;
Cult stuff uses cult span classes for the most part.
There are beams when using blood drain on a target and when reviving a target with the raise dead rune.
There's a nar-sie maw when you sac something, holy shit.
Sac invocation is now the old invocation, and it worked in testing I promise.
Updates construct descriptions to match what they tend to do.
There's like one or two bugfixes, you can examine talismans as a cultist without the paper menu popping up.
The supply talisman popup is like 50% smaller.
2015-11-27 21:53:56 -05:00
Nerd Lord
757d009e4f Constructs now have action buttons!
Cult floors and walls now have a glow effect when spawning in.
Nar-Sie uses a span class just for it spawning. Get spook.
2015-11-16 15:20:13 -05:00
Nerd Lord
75ae073552 Revenants now have cool, revenant-y spanclasses, also Fixes #12723 and a bug where the 'no key found' message in reforming would always trigger and the key of the revenant to reform would never appear. 2015-10-29 13:09:08 -04:00
Remie Richards
ec3be464f3 Allows Species to set custom say spans. 2015-10-18 17:17:27 +01:00
Xhuis
1178fbe079 Major cult changes
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.

It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.

Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.

Miscellaneous tweaks:

    Blood boil runes now explode when used
    Convert runes can now work solo, but take time
    Armor runes now only provide the basic armor set
    Tomes now do a static 15 burn damage and play a sound
    If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
2015-09-16 10:04:49 +12:00
Jordie0608
84a373ad90 makes auto_declare_completion_ use printplayer() 2015-08-31 20:55:12 +10:00
Jordie0608
f7b66edb17 migrates admin memos to use database 2015-07-19 17:01:38 +10:00
Ikarrus
9ea462bdd8 Changes Default Admin OOC Color
To make it more distinct from security radio, and the rest.
2015-07-04 09:55:21 -06:00
Alexander P. Ulan Hernandez
ebc6041f9f Comitterydoo
Adds Xhuis' second shadowling fix, along with a slight rework and
expansion of the veil spell.
2015-06-29 03:58:03 -04:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
Xhuis
df319a7469 Beginnings of new update 2015-05-16 22:06:42 -04:00
Xhuis
f6c8b3bfc5 Replaces fonts with spans, adds defines 2015-04-13 19:42:50 -04:00
Xhuis
c9338f7212 Shadowling: RELEASE EDITION 2015-04-11 11:42:02 -04:00
Fayrik
4f43fff199 Issue fixes! All that, and more! 2015-03-29 03:54:41 +01:00
Miauw
1873143e63 Initial say cleanup commit. 2015-03-18 19:23:31 +01:00
phil235
29609457f5 Makes the message when you're attacked slightly bigger for better visibility."
Changes two "for... show_message()" into "visible_message()".
2015-03-12 23:15:54 +01:00
paprka
d7b2616720 Fixes stylesheet 2015-02-22 03:51:18 -08:00
paprka
964544d16b bolded yelling and missing green span 2015-02-21 04:17:55 -08:00
Iamgoofball
de12010e31 Fixes the font issues, removes 3 mutations R.I.P 2015-01-22 17:28:13 -08:00
Iamgoofball
22ff5dc362 changes the font type and adds pAI support 2015-01-19 11:02:46 -08:00
Iamgoofball
05c4bd042f Robots now speak in a different font. 2015-01-19 10:50:34 -08:00
Iamgoofball
be6f8521b9 whoops 2015-01-19 00:47:31 -08:00
Iamgoofball
0736c81de0 wow totally didn't nuke some stylesheet shit 2015-01-19 00:46:16 -08:00
Iamgoofball
b64efc6b54 Adds 3 new disabilities 2015-01-17 18:55:41 -08:00
Iamgoofball
39ede45b31 Added 2 new powers and 9 new disabilities! 2015-01-10 21:51:24 -08:00
Firecage
6d259e10ec Spanclass fixes 2014-09-03 20:00:35 +02:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Jordie0608
a6c3564ed3 Spanifies aliens 2014-08-12 22:17:33 +10:00
Cheridan
b02b93ce2a Notifications + Random Stuff
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.

Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.

Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)

Reorganizes some item definition/procs.
2014-07-01 23:16:02 -05:00
VistaPOWA
ca4402332a [CONFIG][BACKEND] Adds PR announcing to the game.
Adds a C# program that allows you to parse GitHub Pull request opening
notifications sent to an IRC and display them in-game.
Adds authentication to the world/Topic() procs, allowing you to easily
and securely input data into the game (EXPORT DOES NOT REQUIRE IT!)
2014-04-13 18:59:11 +02:00
GunHog
1a9c6f21fd Makes AI Private magenta!
The AI player is certain to notice this channel, because it is eye bleach!
2014-04-01 20:48:34 -05:00
GunHog
8a2f3275ee Sets AI Private to a light blue color. 2014-03-31 00:43:06 -05:00