Commit Graph

25 Commits

Author SHA1 Message Date
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
16d386f45d [MIRROR] refactors pods, new helper for spawning items from pods through code (#4879)
* refactors pods, new helper for spawning items from pods through code (#58222)

* refactors pods, new helper for spawning items from pods through code

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-04-13 11:43:10 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
29d5003550 [SPR part 6] Admins can now edit reverse pod delay times (#992)
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-26 16:46:53 +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
skoglol
06c5a7afdf Merge pull request #51854 from MrDoomBringer/supplyprettypod
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic

dont forget to upvote
About The Pull Request

All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals

Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells

And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
2020-07-12 13:24:37 +02:00
Jared-Fogle
418bd80a6b Remove healing skill (#52005)
* Remove healing skill

* Remove dissection from tech web
2020-07-07 10:10:12 -04:00
MrDoomBringer
719d3a1f45 first pass
WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
2020-07-06 23:44:02 -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
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
MrDoomBringer
73f837af17 Fixes a small typo (intracies -> intricacies) in _skills.dm (#51324)
* critical atmos optimization please ignore

* undocumented change lmao
2020-05-28 13:05:28 -04:00
MrDoomBringer
3546417d7f Improves player retention by leveraging existing assets to incentivize higher average playetime (#51297)
* im a player ok that means i play

* FINE

* you win this time, shaps

* makes floyd happy

* Update code/__DEFINES/misc.dm

* i was just playing cyberboss dont be mad at me

* changes one character in a comment
2020-05-27 18:29:42 -04:00
MrDoomBringer
ceea9b6793 [Ready] Skillcapes II: Revenge of the broken github: A Skill Menu Special: New Sprites Edition (#50656)
* 10K hours

60,000 minutes
hahah


sure if you want a trailing newline i can do that


default cloak gets default skill


lazy list and no equip good


necessary ig


Update code/datums/skills/_skill.dm

Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
Update code/datums/skills/gaming.dm

Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
WIP PDA skill monitor program


hacky fixes till i refactor skills


refactors skills a bit, adds admin skill edit menu


If you have a failing, it's that you're always demanding perfection

...IF you have a failing
i think that's it for the admin skill manger


appeases lord flord


bruh


level names


FUCK!!


unga


Update code/modules/vehicles/vehicle_key.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/topic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Apply suggestions from code review

frick

Co-authored-by: Rohesie <rohesie@gmail.com>
EOL and dumb spaces


more rohsie bait


tgui: Query Windows Registry for BYOND cache directory

hell yeah brother


update tgui and dmi


CLRF and bat file


typo ig

* tgui and new janicloak that i accdiently changed on another branch

* jani

* gamer cloak

* trim trailing whitespace

* tgui

* bruh

* variable renaming
2020-05-25 21:46:22 -03:00
EdgeLordExe
ff88807696 MMh yes i know this type of stone: Mining skill QOL (#49746)
* yeah

* kekw
2020-03-09 19:06:02 -07:00
spookydonut
49eab491b4 Gamer skill (#49618)
* gaming.dm added

* initial changes

* gamer god trait

* finalization after testing

* spellcheck + flavortext

* phone gamer support

* incorporates review suggestions

* tiny flavor change in pwr game desc

* more trait-related touchups and minor fluff

* adds and removes ?s where needed

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-05 20:06:33 +08:00
ExcessiveUseOfCobblestone
0b1ee46427 コメント 2020-01-14 17:25:38 -05:00
ExcessiveUseOfCobblestone
f89ef0af74 Revert "applies citrus"
This reverts commit fb9f229478.
2020-01-14 17:24:22 -05:00
ExcessiveUseOfCobblestone
fb9f229478 applies citrus 2020-01-07 21:48:05 -05:00
ExcessiveUseOfCobblestone
b873edb198 accurate name 2020-01-07 21:34:50 -05:00
ExcessiveUseOfCobblestone
91b27f116d sweep 2020-01-07 21:34:33 -05:00
Qustinnus
2a1c921acb Refactors skill modifiers to use dictionaries (#48572)
* adds dictionaries woo

* fixes bad code

* duh
2020-01-05 19:46:25 -05:00
moo
f92eb16161 Mining Skill is Now Exclusive To Dedicated Mining Tools, Not Weapons That Double As Mining Tools. (#48237)
* gimme ur rune pick

* changes XP scaling

* beep beep

* works on my machine, 150 hours

* fixes borgs bypassing xp restriction when using KA
2019-12-22 08:36:46 +01:00
moo
964b3d65d5 Cobbduceus: Healing lvl? (Medical Skill) (#47538)
* b

* helps to commit huh

* math is hard

* parenthesis are even harder

* Update code/datums/skills/_skill.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* removes efficiency... or efficacy 😏

* baby sha... i mean files
2019-11-21 04:49:24 +00:00
nemvar
ac075a56f0 Fixes various skill bugs. (#47279)
* Having none skill whatsoever will now give you the worst possible skill modifier.
Viewing your skills is now formatted correctly.
Skill names are now capitalized. Looks slightly better.

* fileendings

* Needs to check for null this one.

* Newline
2019-10-22 04:20:53 -07:00
Qustinnus
b021210a2f [READY] Adds a basic skill framework to Physiology. (Only applied to mining) (#46913)
* levels

* mining

* ore exp

* fixes

* epic

* Update code/game/turfs/simulated/minerals.dm

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

* fixes message

* dumb

* shreet

* epic

* fix

* ass

* scrape

* fixes bugs

* fixes

* reset

* test

* ??

* ok bye

* fix

* Adds skills

* skill
2019-10-18 19:59:35 -04:00