Commit Graph

200 Commits

Author SHA1 Message Date
SkyratBot
28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
SkyratBot
93fb8577b6 [MIRROR] Turns old mining "signs" into turf decals instead. (#590)
* Mining sign fix. (#53251)

Turns old mining "signs" into turf decals instead

It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.

* Turns old mining "signs" into turf decals instead.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-09-02 02:48:29 +02:00
SkyratBot
8177144397 [MIRROR] Bring back painting arbitrary objects with spray cans (#570)
* Bring back painting arbitrary objects with spray cans (#52936)

Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable

* Bring back painting arbitrary objects with spray cans

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-30 05:25:02 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
SkyratBot
2b820a06d0 [MIRROR] Fixes lattice and operating table smoothing. (#340)
* Merge pull request #52920 from CRITAWAKETS/test-ur-peearrs

Fixes lattice and operating table smoothing.

* Fixes lattice and operating table smoothing.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-08-14 01:21:12 +01:00
SkyratBot
a140fb7408 [MIRROR] fixes goliath tentacle crusher trophy not working (#338)
* fixes goliath tentacle crusher trophy not working (#52893)

it checked for health - max health instead of max health - health, so it would never pass the > 0 check and even if that wasnt a thing it would just heal

* fixes goliath tentacle crusher trophy not working

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-13 22:40:24 +02:00
SkyratBot
289930f2a1 [MIRROR] Icon smooth refactor (#327)
* Icon smooth refactor (#52864)



    bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.

* Icon smooth refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-13 05:23:53 +02:00
SkyratBot
8ca4a452f8 [MIRROR] Refactors area stuff (#265)
* Refactors area stuff (#52751)

-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more

* Refactors area stuff

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-08-10 23:20:00 +01:00
SkyratBot
5fd8cb072e [MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574)

    Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.

* Color standardization, vars moved, and signals

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 12:20:31 +02:00
Fikou
d103e8f0fe makes it so survival pod stasis beds dont become invisible when you screwdriver them (#52604)
* makes it so survival pod stasis beds dont become invisible when you screwdriver them

* oh you motherfucker
2020-08-01 06:25:13 -04:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
ShizCalev
f475d7030e Smartfridges will now drop boards set to the type of fridge they were when deconstructed (#52497) 2020-07-26 13:42:54 -04:00
Azarak
12377e062e Merge pull request #63 from Skyrat-SS13/upstream-merge-52390
[MIRROR] Adds an metric ton of belt sprites and suit sprites for worn objects.
2020-07-26 02:44:39 +02:00
ArcaneMusic
aade6fcdd3 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 01:59:31 -04:00
Ryll Ryll
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Fikou
188ced8d57 makes heat protection from explorer suits a bit better (#51834)
* makes heat protection from explorer suits a bit better

* i rart
2020-07-07 10:20:57 -04:00
ShizCalev
411dea9542 Merge pull request #51659 from TaG2e/master
Fixes more missing sprites and adds invisible icon
2020-07-01 11:58:17 -04:00
TaG2e
5276005acb Reverts, changes, and fixes to sawoff and energy weapons' icons 2020-06-28 17:34:41 -05:00
Deafult-Profile
d8de83797c Removes heat resistance from explorer suits and slightly tweaks the ash drake to compensate (#51289)
* ork

ork

* Update explorer_gear.dm

* Update explorer_gear.dm

* Update explorer_gear.dm

* ork

* ork

* ork

* ork

* ork

* ork

* ork

* ork

* ork

* Revert "ork"

This reverts commit 72705b82ab506401a211934a8dea22159624aac6.

* ork

* ork

* ork

makes ork more ork

* ork

* Update atmospherics.dm

* Update explorer_gear.dm

* Update explorer_gear.dm

* Update drake.dm

* Update drake.dm

Co-authored-by: Deafult-Profile <thejingiantfoundation@gmail.com>
2020-06-23 13:34:01 -04:00
TaG2e
8f72395637 Fixes more item icons, conflicts, and default hidden to false 2020-06-20 19:00:36 -05:00
TaG2e
b9ec327c17 Fixes more missing sprites and adds invisible icon 2020-06-15 01:56:12 -05:00
ShizCalev
1ff3945b30 Fixes more belt missing texture crap (#51597)
* Fixes more belt missing texture crap

* #51010 progress

* tank fixes

* typo

* Removed dead/duplicated code

* cleanup

* don't need the - meme anymore with build_worn_icon

* icon fix

* commentary

* yelling at future coders

* more condensedd
2020-06-13 14:16:52 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
AnturK
70cc742966 Removes pointless processing status effects from mining mobs. (#51481)
* Removes pointless processing status effects from mining mobs.

* Status effects are bad mkay.
2020-06-08 22:16:58 +08:00
Fikou
5c88d587b4 removes king goat (#51366)
* Revert "Remodels king goat ruin (#50813)"

This reverts commit 26ffe3d539.

* numba 1

* bye

* bye 2

* bye 3

* fuck bitches get money

* hey this was actually a good change

* goat sounds

* fuck

* h

* waaaaaaaaagh
2020-05-31 17:38:07 +02:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Fikou
3a8c0de7ed you can now uniquely rename the kinetic crusher 2020-05-03 23:26:45 +02:00
uomo
7a31f65220 Some more fixes for signs and related stuff. (#50752)
* inhand icons

* Adding to the object, forgot to name one icon.

* Fixing some stuff, and creating inhand icons.

* Fixes a thing I broke.

* Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always.

* Picture frames, painting frames, and the monkey portrait are now wooden.

* Fountain pens can now be uncommonly found in maint.

* Uneditable sign types should not become editable when unwrenched.

* Move redefined var above newly defined var.
2020-05-01 21:52:36 -03:00
Fikou
4230492e77 adds the improvised pickaxe (#50534) 2020-04-23 18:47:48 -03:00
spookydonut
e573878ff3 /obj/item/pickaxe/rusted 2020-04-24 01:07:40 +08:00
TiviPlus
8e2ac283ed Small grammar stuff (#50016) 2020-03-17 12:23:40 -04:00
spookydonut
319ca52545 removing unnecesary double parent proc calls (#49694)
* removing unnecesary double parent proc calls

* i made an oopsie
2020-03-05 18:51:37 +08:00
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
fluffe9911
5eea39977d [READY TO BE MERGED] King Goat Achievements, bugfixes, and minor tweaks (#49159)
* king goat memes

* I cant grammar

* newline

* the arena is no longer pressurised

* How into grammar

* I am embarrassed I did not notice this

* no hotel vacations in the arena

* better goat hoof sprite curticy of stephen

* new goat gun sprite

* might as well

* grammar

* no more king goat plushies in toy crates

* Update code/modules/mob/living/simple_animal/hostile/megafauna/king_of_goats.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* done

* based and redpilled

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-02-24 20:47:42 -05:00
ShizCalev
4316f79d32 Fixes some inconsistencies with CentCom & Nanotrasen capitalization, and a couple typos (#49469)
typo fixes, inconsistencies with Nanotrasen capitalization, ect
2020-02-22 22:35:53 +13:00
nightred
395bebcdcc [READY] Space Suits use cells and warm the wearer (#49028)
About The Pull Request

This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.

All space suits will have a cell installed at round start, this cell will last 15 min on average usage.

The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.

Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.

Suit storage units will now charge the cells in suits, they will also require power to operate properly now.

Why It's Good For The Game

    Space suits should be managing the wearers temp in space not using some override.
    Lizards now have a portable heater in the form of any space suit.
    Now that suits need a cell it is not as easy to spend all session in a space suit.
    New interactions with hardsuits and emp's give nice combat buff to an underused item.
    Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
2020-02-15 11:32:54 +13:00
Qustinnus
48de09b7a4 Edible component; be gone vile organ code (#48596)
* component

* progress

* stuff

* Makes minor progress on edible component

* Finishes component and applies it to organs

* newline

* forgot to send signal

* domob addition

* wave that organ flag

* return adde

* fixes some minor issues

* fixes

* done

* done

* done

* added last one

* done

* done

* fix
2020-02-04 01:05:55 -05:00
fluffe9911
00043330a0 New King Goat Lavaland Boss! (#48823)
About The Pull Request

This pr adds in a new lavaland boss in a seperate z level arena also included are goat plushies that ram into people and goat skins which you get by butchering goats and can wear on your head, a goat gun that shoots goats and finally multiple tweaks/fixes generally involving possible ways to teleport out of noteleport area and or cheese the king goat.
Why It's Good For The Game

Lavaland has not seen any new bosses for a long bloody time and although the boss may be a bit silly I feel more hardcore players will enjoy the challenge it brings since this is meant to be a very hard boss also new goat related items are always neat.

🆑 Fluffe9911 for porting/making most of it, Monster and Sabiran for the King Goat!
add: A new king goat lavaland boss!
add: Goats now drop skin which you can wear on your head! (coder sprite)
add: Goat themed plushies that ram people! (realistic version sprite by identification code by karma)
/🆑

goat

This is ported over from my work on yogstation with minor changes mostly to make things work there is more goat content I made but didnt wanna do too much at once and dont know if tg would like it
2020-01-29 11:50:27 +13:00
MrPerson
26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
Firecage
94c5676cca Updates energy resistance armour values on remaining armours and helmets. (#48067)
* Updates energy resistence on remaining armours.

* Changes Hardhat back to 10 energy armour value.
2019-12-07 00:08:54 +01:00
nemvar
01f2e489fc Wormhole jaunters work again 2019-11-28 22:20:40 +01:00
Gamer025
3de6e691a7 Update description of Sonic Jackhammer (#47843)
https://github.com/tgstation/tgstation/pull/46019 Removed the demolition of walls with the sonic jackhammer.
However its description still says that it can remove walls.
2019-11-19 00:04:17 -05:00
Emmett Gaines
5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
ArcaneMusic
f796acbaf8 Adds a new Lavaland Ruin, the Elephant Graveyard (#47325)
* Initial Commit, Features the Map, Map specific files, changes to a metric ton of icons, etc.

* Fixes merge conflict, actually adds the map

* Spelling is hard Part 1

* Alright, steps are bad. Got it.

* Clean slate, please pretend to compile

* dme issue

* Fixes it for lavaland elites PR

* Removes the last dirty step_x, removes duplicate file, makes treavor happy

* Fixes some newline issues.

* Fixes some types, spawns skeletons in select graves since mob_spawns kept shoving them outside.

* Makes bone statues and shovel actually craftable, cleans up some comments.

* Properly defines muddy paper, updates map, fixes a few more typos.

* Prevents some future turf atmos issues, finally touched up the two skull sprites.

* Refactors strong mineral drops, cleans up some duplicate code, prevents washing hands with OIL

* I swear officer, i'm a native english speaker, fixes remains dropping correctly, un-nests my Ifs further.

* Oil well now covers target in oil when interacting with it.

* Refactors sink deconstruction a bit, oil wells can't be constructed with a wrench.

* Cleans up some atmos, and adds a return

* Adds subtype of remains for use in graves, move their spawn to src, not loc

* Moves around remains spawn, gets rid of untouched var
2019-10-26 21:41:43 +02:00
81Denton
6b1161ecd9 Cleans up revive related procs (#47025)
* Cleans up revive related procs

* h

* fuck

* Fixes proc arguments

* Further fixes

* Unfucks line endings
2019-10-22 15:16:13 -07:00