Commit Graph

272 Commits

Author SHA1 Message Date
SkyratBot
cacdfbdc78 [MIRROR] Labcoats: Roboticist unique labcoat, updated remaining labcoats (#1509)
* Labcoats: Roboticist unique labcoat, updated remaining labcoats  (#54644)

Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)

* Labcoats: Roboticist unique labcoat, updated remaining labcoats

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-30 02:32:52 +00:00
SkyratBot
44f1877b18 [MIRROR] Finally, peas for the whole station. (#1462)
* Finally, peas for the whole station. (#54573)

This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.

* Finally, peas for the whole station.

Co-authored-by: TheObserver-sys <58029438+TheObserver-sys@users.noreply.github.com>
2020-10-25 11:12:08 +01:00
SkyratBot
dcb24a6137 [MIRROR] Vended items now go into hand (#1431)
* Vended items now go into hand

* Update _vending.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-23 12:49:52 +02:00
SkyratBot
c3de506747 [MIRROR] Introduction of sweet Italian Liqueur, Amaretto (#1421)
* Introduction of sweet Italian Liqueur, Amaretto  (#54466)

About The Pull Request
New Alcohol Amaretto and various cocktails

* Introduction of sweet Italian Liqueur, Amaretto

Co-authored-by: carshalash <carshalash@gmail.com>
2020-10-22 04:41:29 +02:00
Gandalf
2b4367093b Vending machine dispenses into hand [NON-MODULAR] (#1362)
* Update _vending.dm

* Update _vending.dm

* Update bags.dm

* Update _vending.dm
2020-10-19 09:47:53 +02:00
SkyratBot
eb92ea9cb8 [MIRROR] adds more cursed animal masks (#1335)
* adds more cursed animal masks (#53539)

Animal masks refactor

* adds more cursed animal masks

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-10-15 22:12:00 +01:00
SkyratBot
9d26065173 [MIRROR] Added science berets. (#1232)
* Added science berets. (#54255)

* Added science berets.

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
2020-10-10 00:30:30 +01:00
SkyratBot
2e6afba371 [MIRROR] MegaSeed Servitor now shows cotton seeds in their appropriate alphabetical place. (#1123)
* Feex (#54116)

* MegaSeed Servitor now shows cotton seeds in their appropriate alphabetical place.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-10-02 19:11:13 +02:00
SkyratBot
ada67ac929 [MIRROR] Ports soup, snacks, icecream, salads and meat to newfood (#1074)
* Ports soup, snacks, icecream, salads and meat to newfood (#54028)

Ports soup, snacks, icecream, salads and meat to newfood

* Ports soup, snacks, icecream, salads and meat to newfood

* Update true_changeling.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 14:37:15 +02:00
SkyratBot
5359878eac [MIRROR] Nice, Corgi Pinning Action for the whole family. (#1077)
* Nice, Corgi Pinning Action for the whole family. (#53913)

Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.

Are you a bad enough dude to pin the tail on the corgi blindfolded?

Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.

Also, the tail pins are harmless embeds. I'll leave that here for you to think about.

* Nice, Corgi Pinning Action for the whole family.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-30 14:17:11 +02:00
SkyratBot
b483bfd968 [MIRROR] Adds sound selection to certain instruments (#996)
* Adds sound selection to certain instruments (#53690)

This gives instruments a selection of fitting instrument sounds, since we have a bunch that have been exclusive to the synth piano until now. For example, the harmonica can pick between the hardcoded and synthetized versions.

It might also add a new special and rare instrument

* Adds sound selection to certain instruments

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-09-26 16:22:03 +02:00
SkyratBot
ef28f115cc [MIRROR] Machines now store their components in their contents. (#966)
* Machines now store their components in their contents. (#52970)

Machine parts are now located in the machine instead of nullspace.

* Machines now store their components in their contents.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:33:40 +02:00
SkyratBot
d09940bcac [MIRROR] Adds rollerskates, wheely can do tricks (#751)
* Adds rollerskates, wheely can do tricks (#53497)

This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes

Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously

I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps

* Adds rollerskates, wheely can do tricks

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-09-11 23:18:39 +02:00
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
656ee54f39 [MIRROR] Refactors burgers to use components & auto-eating (#569)
* Refactors burgers to use components & auto-eating (#53224)

* Refactors burgers to use components & auto-eating

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-30 05:13:44 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
fb3d8baf27 [MIRROR] [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#534)
* [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)

Adds wedding content.

* [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets

Co-authored-by: OnlineGirlfriend <50865623+OnlineGirlfriend@users.noreply.github.com>
2020-08-27 03:08:55 +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
6da6b33009 [MIRROR] Food refactor part 1: Bread destruction and processable element (#447)
* Food refactor part 1: Bread destruction and processable element (#53047)

* Food refactor part 1: Bread destruction and processable element

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-21 14:15:57 +01:00
SkyratBot
6ed7a17f0b [MIRROR] Arconomy Balance Pass 2: Market Tendency (#438)
* Arconomy Balance Pass 2: Market Tendency (#52974)

Price inflation is now based upon averages, and is now uncapped from 5.
Civilian budget is no longer the worst budget to pay out from.
Medical Civilian bounties are no longer chees-able in seconds.


* I'll pick this up later because it's going to need a UI with keyed lists

* Updated market crash and average inflation values.

* Alright, I'm confident now.

* Make the market crash end at the beginning of the event end

* And on the 2nd day, the lord spoke, "Compile"

* Division by zero protection.

* That should have been a max, smhing my smhead

* Arconomy Balance Pass 2: Market Tendency

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-20 17:08:15 +01:00
SkyratBot
df9714cba8 [MIRROR] Support for expansion-class modPC hardware, a modPC hardware item required for the atmos scanning app, and reworking ID card slots in a related fashion (#284)
* Support for expansion-class modPC hardware (#52644)

* Support for expansion-class modPC hardware

* end of the line

* As requested

Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.

* update

* Support for expansion-class modPC hardware, a modPC hardware item required for the atmos scanning app, and reworking ID card slots in a related fashion

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2020-08-11 15:03:19 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
SkyratBot
b25aea057b [MIRROR] adds lightbulb removing skillchip (#215)
* adds lightbulb removing skillchip (#52603)

* shawty got low low low low low low

* Update code/modules/library/skill_learning/skillchip.dm

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* aaagh

* fuck

* review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* adds lightbulb removing skillchip

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-07 01:37:33 +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
SkyratBot
681c1e26bd [MIRROR] Adds useless skillchip adapter (#145)
* Adds useless skillchip adapter (#52577)

* Adds useless skillchip adaptor

* Redo code so that skill_station code doesn't need to be modifed

* Remove helper and return directly instead of setting return code

* Update code/modules/library/skill_learning/skillchip.dm

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

* Change to bitflag system

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

* Adds useless skillchip adapter

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-31 00:36:13 +02:00
AnturK
1f5e905c0d Simple skill/skillchip framework (#52314)
* Simple skills framework.

* Map changes.

* Adds skillchips to vendor

* Adds skill stations to the map.

* Circuitboards

* Fix typo

* Some minimal instability

* Fixes,tweaks etc

* Suggest better names or we'll end up with these.

* sharpness thing

* tgui build

* Makes wine from booze synthetizer show to wine tasters.

* Makes wine from dispenser have taste for wine tasters.

* Apply suggestions from code review

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

* Swaps to carbon var.

* wordy helper proc

* While i'm at it, other relaymoves

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 04:14:10 -04:00
Time-Green
528f5a6e5d Renames instabitaluri to syntflesh (#52523)
* Renames instabitulari to synthflesh

* Recommits Jared Foggles correction
2020-07-27 17:05:49 -04:00
Azarak
f68cc6424c Merge pull request #47 from Skyrat-SS13/upstream-merge-52364
[MIRROR] Boots (and Coat) of Winter in the Vendor of Clothes
2020-07-26 01:58:03 +02:00
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
skoglol
cb48d8eaba Merge pull request #52364 from Galdar02/TheBootBranch
Boots (and Coat) of Winter in the Vendor of Clothes
2020-07-23 11:52:06 -04:00
ArcaneMusic
72b7c738af Arconomy 1.0: Final Stage Capitalism (#52007)
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts

* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO

* End of day... 2? 3? lockdown has ruined me

* Day 3. I cannot unto bogdanoff. Send help.

* So far so good.

* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.

* We'll throw the technodes and mapchanges in too.

* Okay lets keep this a friendly debug item then

* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.

* Newscaster updates.

* TGUI Rebuild 1 start counting fokes

* Runtime BEGONE FROM ME, fckn typepaths

* Cleans up autodocs, and other areas

* Updates tgui because I feel nothing anymore

* Recompiling tgui for that green check

* dunks the whole mint out of the code, get that hothead outta here.

* Green checkmark daily update.

* Should be decent from here.

* Resolves machine_design conflict

* Rebuilds TGUI again for the epic pogs

* Sweeping changes 2: See additional changelog

* Haunting insurance plus changes the define comment.

* Rounded vending prices, made bounties appear on examine, polish

* Atmos tanks now specify their mole requirements.

* TGUI 4.0 Updated.

* ACTUALLY updates to TGUI 4.0 standards.

* ThE bUiLd DiFfErS fRoM oUrS

* Ah, I didn't see the testmerge get re-upped.

* TGUI Rebuild.

* Shuffles some security-assistant bounties around
2020-07-19 13:44:25 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
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
Ryll-Ryll
ba39c73639 balance 2020-07-04 22:07:12 -04:00
Ryll-Ryll
2441a755f7 cronch 2020-07-04 21:49:47 -04:00
sergeirocks100
756834bdec Adds malt liquor to the game (#51830)
* adds malt liquor to the game

* Update code/modules/food_and_drinks/drinks/drinks/bottle.dm

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>

* Update drinks.dmi

* Update bottle.dm

* Update code/modules/reagents/chemistry/reagents/alcohol_reagents.dm

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* Update code/modules/food_and_drinks/drinks/drinks/bottle.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* Update alcohol_reagents.dm

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-06-25 17:45:19 -04:00
KathyRyals
6f006753f6 Adds paramedic uniforms to medidrobe. (#51730) 2020-06-21 23:07:04 +02:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Tlaltecuhtli
d924b16bb1 adds the organ transport box (#51604)
* 1

* whiter box
2020-06-17 11:46:30 -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
EOBGames
c81fb830b3 nice (#51446) 2020-06-10 23:13:39 +02:00
EOBGames
961513f59c Codename: Jeu Tarot- Tarot Cards, for games and divination, risen like a phoenix (#51318)
About The Pull Request

Re-PR of #51027 due to a git hiccup.
Adds tarot cards, for business and pleasure. The tarot deck consists of 78 cards, split into 56 Minor Arcana cards (each suit consists of 10 number cards, and 4 face cards) and 22 Major Arcana cards. The deck has new art:
minorarcana
majorarcana
Special thanks to Fikou for deciding which jobs should correspond to each of the Major Arcana.
Why It's Good For The Game

It's a fun distraction from the dull humdrum of station life, and opens up some good RP opportunities.
Changelog

cl Inept
add: The Nanotrasen Entertainment Division has released a new product: Tarot cards! They're available from the Fun vendor for all your divination needs.
/cl
2020-06-09 15:57:23 +12:00
EOBGames
22ed61f2e9 [READY] Codename: Blue Eyes White Jumpsuit, the TG TCG, Part 1, Reborn (#51252)
* here goes nothing

no really this is basically nothing

* dme is less dumb

* aaaaa string files

* Card backend (#3)

* Adds card backend and hotloading

This is a combination of 2 commits.

OH SHIT THE SM IS ON FIRE

WE DONE LADS

* Woop

* Best we'll get

* fixed file system, courtesy of potato

* updated tools (thanks potato), now up to 40 cards

* Adds rarity (#4)

* Adds rarity

* just to be sure

* Adds it to cards

* Didn't read templates WHAT A NERD AMAROIGHT

* Commets

* Woop you'd think I'd know my own system

* There we go

* Fuck you EOF (#5)

* Makes rarity not suck (#6)

* Fuck you EOF

* Makes rarity not suck

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

* Makes rarity work as expected, thanks dogman (#7)

* smolcards

* Adds datum cards (#8)

* Datum cards

* Some docs and a little bit of cleanup

* fuck

* problems be had

* Fuck (#9)

* fucko bungo RELASE ME FROM THIS HELL GIT

* datum FUCKING AHHHHHHHHHHH

* packs and games

* boomer mood (#10)

* Card debugging (#11)

* Adds debug vars

* that's a bit better

* shit

* unfucks rarity

* scales sorted

* That should do it

* Parity

* fun fact

* series 1 json

* and so it is done

* Don't need this, I'm dumb.

MacRo-Op???@?#?@??!#?!@

* BRAINDAMAGE

* resin redux, smaller cards

* shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad*

* double rarity TABLELS, fixed the silly linter

* flippers and rarities

* guaranteed rarity, rarity tables

* fuck it let's ask

* resinfront

* 2560 core set

* fixes flippers

* template icon, extra variable juice

* ADDS SPEED (#12)

* FUCK FUCK FUCK SHIT I BROKE IT AGAIN

* Kills my dreams in the NAME OF SPEED

* and some cleanup

* Minor changes, some qol (#13)

* couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced

* Let's be more clear,

* and a woooop

* Removing ids, carpel tunnel edittion (#14)

* Subsystem

* Carpel tunnel completed

* woop

* curator is no longer equipment

* I'm not dumb you're dumb (#15)

* minor rarity tweak

ladies and gents, it's finished

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-06-01 22:50:07 -03:00
ArcaneMusic
138e332dc3 Adds the condenser, a new assembly component. (#50675)
* Adds a freezy igniter

* adds to component vendor.

* don't nightcode.

* Back to condenser names.

* Adds to autolathe as well.

* Applies heat to flamethrower_process.

* Refresh

* Review changes

* Undefines properly I think.
2020-05-22 03:28:05 -03:00
Shadark
82fb111857 Fix contraband prices (#50968)
Displayed price for contraband items now match their actual price
2020-05-10 02:55:01 +08:00
SomeoneYouProbablyKnow
7ce87578a1 Adds the detective wardrobe (#50564)
* Adds the det vendor and map changes

* Revert "Adds the det vendor and map changes"

This reverts commit 8c9c59935fbfe1a6e858f69d16684a21f911b093.

* Unfucks the mapmege expect box. box soon tm

* Literally A newline

* Box and other stuff

* Changes the sprite

* Kilo and donut

Co-authored-by: J? the J man <Zeldin.nick@gmai.com>
2020-04-24 17:04:36 -03:00
spookydonut
9db363b992 Merge pull request #50627 from willox/dupe_fixes
Fix instances of duplicate variable definitions in types
2020-04-24 22:27:15 +08:00
William Wallace
4ca90810c9 Shambler's vendor now has correct light color (fixing typo) 2020-04-23 03:59:02 +01:00
ArcaneMusic
b20683b1e0 Merge remote-tracking branch 'upstream/master' into cashlogging 2020-04-21 21:02:38 -04:00
ArcaneMusic
0e2dfb6cc3 I think this is the thing for public logging? 2020-04-21 20:28:38 -04:00