Commit Graph

1022 Commits

Author SHA1 Message Date
Jared-Fogle
7df16c595e Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured

* Grammar comment fix

* Move to status effect

* Remove test per request

* Make confusion a status effect, confusion curing now completely neuters the confusion

* set_confusion changes, get_confusion

* Fix confusion going down twice per tick

* Change strength = to proc

* Move procs to status_procs
2020-08-05 16:36:00 -03:00
Krysonism
35602ec6d0 [READY]syriniver nerfix / syringe projectile fix + various fixes requested by maintainer (#52019)
* syringe projectile fix

* greenman review

* oversight fix
2020-08-03 13:57:56 -04:00
ArcaneMusic
c1e8d58eb0 Plant crossbreeds can now upgrade reagent %s, seeds can now select if they can mutate early. (#52366)
* Plant Reagent Genes can upgrade themselves via crossbreed, var added to keep cabbage from creating an organ farm

* This will do.

* Nah, NOW it's fine.

* tiny documentation tweak.

* like every var in hydroponics is ONE LETTER ROH

* When did this change

* is this the power of bitflags

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Alright, working as intended.

* Flips to positive defines because I'm a negative lad

* resolves conflict

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-01 23:43:37 -03:00
ShizCalev
37a3e79552 Fixes seed mutatelist runtime (#52573) 2020-07-30 00:49:30 -03:00
Memedoktor
ff69a8f7a9 Chaplains now enjoy eating the only divine food (#52082)
* god please let this work

* Update melon.dm

* Update code/datums/mood_events/generic_positive_events.dm

spelling errors missed.

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

* Update code/modules/hydroponics/grown/melon.dm

grammar matters kids

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

* Update code/modules/hydroponics/grown/melon.dm

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

* Update generic_positive_events.dm

* Update melon.dm

fuckin variable got changed

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-28 20:28:48 -03:00
Ryll Ryll
46dd89b07a [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 23:19:30 -03:00
skoglol
8a75624377 Merge pull request #52307 from ArcaneMusic/PlantMutationTweaks
Fixes wild instability mutations giving the wrong seeds and other issues..
2020-07-21 19:20:52 +02:00
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
ArcaneMusic
fad1911968 Plant Belt sprites are fixed, Engy Sprites too (#52330) 2020-07-20 18:41:07 -04:00
ArcaneMusic
47f7a5f212 Turns out that .len was a bad idea. 2020-07-18 02:56:08 -04:00
ArcaneMusic
165df85c32 Lets keep plant stats to clean, rounded values. 2020-07-18 01:42:27 -04:00
ArcaneMusic
4742d741bc Fixes Wild Instability Mutations. 2020-07-17 19:35:21 -04:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
skoglol
33f60893f7 Merge pull request #52196 from ArcaneMusic/funnicactus
Adds Star Cacti and the Prickly Adhesion plant trait.
2020-07-16 09:00:40 +02:00
ArcaneMusic
6191e20ef3 Updates seed.dm file. 2020-07-15 22:42:56 -04:00
ArcaneMusic
6050994fd3 Merge remote-tracking branch 'upstream/master' into amutatedharvest 2020-07-15 22:41:19 -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
ArcaneMusic
c7da3e32ba On deep personal reflection that may have been stupid 2020-07-14 17:56:27 -04:00
ShizCalev
2b382db99a Merge pull request #52182 from ArcaneMusic/chemfix
fixes chemical plant analyzer examine for reacted chems.
2020-07-13 13:03:06 -04:00
ArcaneMusic
21d724f550 Work's both ways. 2020-07-12 18:59:46 -04:00
ArcaneMusic
1b4aebad4a Forgot the .len 2020-07-12 15:51:24 -04:00
ArcaneMusic
35419958f8 Plants now have a chance of growing mutated offspring. 2020-07-12 15:49:06 -04:00
skoglol
ad0a9139e8 Merge pull request #52087 from KathyRyals/floralsomaltorayinstab
[READY]Plant mutation chances at 80+ instability is now a sliding scale.
2020-07-12 12:47:05 +02:00
ArcaneMusic
fa5cf0496b fixes chemical plant analyzer examine for reacted chems. 2020-07-12 06:08:13 -04:00
ArcaneMusic
7890119d18 Ready made cactuses and cactus parts when we have <100 Prs. 2020-07-11 06:23:26 -04:00
nemvar
9ec9897bb3 Barrel melons no longer turn water into wine (#52075) 2020-07-10 20:26:42 +02:00
Kathy
ff4ff6c39b I'm stupid 2020-07-08 11:53:14 +02:00
Kathy
fd77d2a770 Changes mutation chances 2020-07-08 03:47:43 +02:00
ArcaneMusic
042e4df1ba Adds 2 new plants and 2 new plant traits. (#51789)
* Initial Commit ya dig

* I had no idea you could do this. This feels illegal, is this illegal?

* Suggestions made, plus comments and prepare result cleanup

* Fixes conflict

* Adds more documentation

* :Lenny:
2020-07-07 10:16:35 -04:00
skoglol
969b6ac46d Merge pull request #51734 from ATH1909/arcanemigraine
the default chem capacity of most grown plants is now 100u
2020-07-06 01:07:13 +02:00
ArcaneMusic
5052dfc2cb Changes the plant reagent formula and makes plant potency, plant reagent % and plant volume interact sanely. (#51723)
* Initial commit and god help me if there are any botany mains left they're probably finding my address right now god save my soul

* Cobby's changes and Shadark was right about my formula being slightly wack

* Adjusts the examine message to suck a bit less.

* Densified Chemicals now halves yield for double-power plants.
2020-07-04 03:24:00 +02:00
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
spookydonut
88d1d36aef Removes some var/const that should be defines (#51461)
* Removes some var/const that should be defines

* change requests

* change requests
2020-06-25 03:00:09 -04:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

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

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00
TaG2e
8f72395637 Fixes more item icons, conflicts, and default hidden to false 2020-06-20 19:00:36 -05:00
KathyRyals
ee1c85c166 Plant analyzer can scan the health of podmen. (#51705)
* Plant analyzer can scan the health of podmen.

* implements suggested changes

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

* basic health analyzers can't analyze Podmen vitals anymore.

* Fixed some useless parenthesis

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

* Changed a word.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-19 11:54:36 -04:00
ATH1909
9b8df3c384 make it stop 2020-06-18 15:39:08 -05:00
TheSpaghetti
83dea78c29 Makes extradimensional oranges weirder. (#51476)
* Makes extradimensional oranges weirder.

WEIRD ORANGE

* Update citrus.dm
2020-06-18 16:45:35 -03:00
ShizCalev
debba87ec2 fixes "dante torn the changeling with the sword" (#51688) 2020-06-18 15:48:12 -03:00
ATH1909
9def2090e1 Update mushrooms.dm (#51519) 2020-06-18 11:29:57 -04:00
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
TaG2e
b9ec327c17 Fixes more missing sprites and adds invisible icon 2020-06-15 01:56:12 -05:00
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
ATH1909
14cbe4d2ae Corrects a formula in a comment (#51518) 2020-06-09 20:47:36 -04:00
ArcaneMusic
a5f38624ab Fixes Pest/Weed Killer so that they don't act like hypertoxins, adds organic weedkiller to compensate. (#51293)
* Initial Commit.

* Fineeeeeee, added sanity check.

* Alright, nerfed according to corn on the cobby
2020-06-04 10:45:41 -04:00
ArcaneMusic
cab9d2e4b7 A fix for botany sprites showing ERRORs. (#51340)
* I did, I fixed botany forever

* Whoops, still need a min

* Update code/modules/hydroponics/hydroponics.dm

Fair point

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-05-29 16:16:16 +02:00
William Wallace
e2a6e4de8b Fix botany grafts & glitchy-infinite-plant-spawney-ness (#51257)
* grafts taken from plants with a different gene to 'perennial growth' now work

* don't store same plant_gene ref on plants during cross-pollination
2020-05-26 22:15:40 +08:00
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
spessman-007
ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
Arkatos1
d010f09e34 tgui: Biogenerator (#51022)
* First version

* Pre-release version

* Cleanup

* Review fixes and finishing touches
2020-05-11 02:32:52 +03:00