Commit Graph

43 Commits

Author SHA1 Message Date
AnturK e2c869bc77 - Adds generic action and action buttons system 2015-04-11 17:06:43 +02:00
Jordie d78ca0c57a Merge pull request #8566 from Incoming5643/literal_fun_removal
Magic Mania NaN: The Fun Ends Here
2015-03-30 01:25:52 +11:00
Incoming 50ec2f3224 Makes the ability for wizards to use summon guns, summon magic, and summon events a config option 2015-03-27 01:32:28 -04:00
MrPerson b6c71dc50d Effect pooling
obj/effect/effect all pool themselves.
PoolOrNew() can now be passed a type and a list instead of a type and a location. In that case, the list will be passed to New() via arglist().
RCD's now delete their spark system and properly garbage collect.
2015-03-24 11:44:49 -07:00
Incoming c474035261 *Retires Departmental Uprising to the land of admin only access like its brother fake explosion before it *Changes the mechanics of recasting summon events to only reduce the upper limit of the time between event casts (-1 minute each additional cast) as opposed to touching the lower limit as well, which led to events every 15/30 seconds which, while certainly a scene, I admit was a bit much. Casting summon events 5, 6, or 7 times will now at worst result in an event every minute.
*If a wizard round mulligans, summon events will turn off if it was used. Remember that in wizard mulligans any apprentices will need to be dead too.
2015-03-20 21:04:33 -04:00
Remie Richards 736ffafa55 Merge branch 'master' of https://github.com/tgstation/-tg-station into BlobReroll
Conflicts:
	code/game/gamemodes/blob/blobs/blob_mobs.dm
	code/game/gamemodes/blob/blobs/core.dm
2015-03-01 00:18:19 +00:00
Swag McYolosteinen 555840fc1b Merge pull request #7498 from Incoming5643/Fell_Pull_Commit_of_Orc_Slaying_+2
Magic Mania 1.85: RPG loot event
2015-02-22 11:59:09 +01:00
phil235 135293bedf Fixes object processing list by replacing "SSobj.processing.Add" by "SSobj.processing |= " to avoid having duplicated objects in the list, meaning the objects would be processed more than once per iteration.
Fixes Alien embryo processing that was processed twice.
2015-02-14 14:18:49 +01:00
Incoming 81795c81fb Adds a changelog
Adds Robustness
2015-02-09 16:43:18 -05:00
Remie Richards 5b2d3ceada Allows overminds to reroll their chemical at a cost, fixes blob cores being invisible, repaths blob mobs to /hostile/blob 2015-02-08 01:22:51 +00:00
Incoming ad07210e99 Accidentally set the maximum force of all weapons to 5 #justwizbiz 2015-02-01 14:07:49 -05:00
Incoming f8b6b53867 Adds the RPG loot wizard event at an uncommon (3) weight
All items in the world at the time of event gain a small bonus/penalty to force and throwforce, and a corresponding silly name.

Taking all suggestions for more prefixes and suffixes. Prefixes should imply a positive or negative quality, but suffixes shouldn't.
2015-02-01 13:31:29 -05:00
Incoming 071e2aee3c fixes conflicts
swaps appretice and wizard icons
2015-01-16 13:45:36 -05:00
Incoming 6f0a50381c Adds an antag hud system for wizards.
The huds won't be activated when there's just one wizard, but when another magic user is brought in the huds will appear for both of them to allow for easy identification in the face of rampant mindswaps and/or identity shinanagans and/or getting turned into a cow by a staff of change.

The huds are on by default in ragin' mages.
2015-01-13 00:14:05 -05:00
phil235 a55e6a70be Fixes malf AI lockdown affecting doors on z levels other than station and mining.
Replaces a lot of z level numbers in code by their respective defines.
Adding a define for the Mining asteroid z level.
2015-01-11 15:39:32 +01:00
carnie a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
Cheridan 71385308de Merge pull request #6387 from Incoming5643/goodbye_my_children
Magic Mania 1.8: Summon Spells Rework and The Challenge System
2014-12-26 16:29:36 -06:00
paprka 2371e2ebd8 renames chef to cook 2014-12-22 17:02:06 -08:00
Incoming 0dd71178c4 Magic Mania 1.8: Summon Spells Rework and The Challenge System
Summon Guns and Summon Magic are no longer traditional spells.

When cast by the wizard, he gains a charge for his spell book but no antagonists are created, essentially making his life harder for more power. Both spells can only be cast once like this for a maximum of 2 extra charges.

When cast by very rare chance in summon events, no charages are gained, and there's a 10% chance of someone becoming a survivor, down from 25%. No charges are gained if this happens.

When cast by a badmin they will be given a choice of not creating antags, creating antags at the old chance, or just going in stupid and giving everyone antag.
2014-12-14 22:07:00 -05:00
AnturK d28e56e5af Fix for #5247 2014-10-15 11:35:53 +02:00
Jordie0608 9dfd0489d1 Renames Fake Explosion to Fake Nuclear Explosion 2014-10-11 03:06:28 +11:00
Cheridan 08be1b34eb Revert "Changes a few green crosses to blue on sprites that I missed last time" 2014-10-04 19:22:10 -05:00
Cheridan de6edfc1c6 Merge pull request #4818 from Incoming5643/summoneventfixerspecial
Magic Mania 1.75 Appendix A: lets get comparitively reasonable
2014-09-16 09:09:40 -05:00
Incoming 071f9bff0a Fixes up some silly problems with cursed items:
Things won't be called cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed foo's anymore

Cursed Katanas can't get stuck in any other slots now

Things that destroy your ability to go into space now won't spawn on you at all if you happen to be in space when the spawning occurers, but hey don't idle in space just to avoid a luchador mask, magicarp are still a thing.
2014-09-15 19:22:25 -04:00
Cheridan 6587b56a7c Merge pull request #4765 from JJRcop/magicarp-random
Creates new "chaos magicarp" that fires a random projectile each time
2014-09-15 10:22:50 -05:00
JJRcop 97a65cfb04 Changes Shoot() in magicarp to be forwards compatible 2014-09-14 16:07:54 -04:00
Incoming a8737f8ae4 Stops the exponential hell of petsplosion happening more than once a round it turns out we didn't need 6000 mice
Reduces the lava event from "lets slay all idlers and stop all action for 2 minutes" to "lets greviously wound all idlers and stop all action for 30 seconds"

Makes summon magic/summon guns work fine without a mob attached, this prevents a runtime and some odd messages to the admins

Makes the inviciblity text jive better.
2014-09-14 03:36:38 -04:00
Iamgoofball af7be3cfdc Update departmentrevolt.dm 2014-09-12 16:41:37 -07:00
Iamgoofball a15fc94460 Update departmentrevolt.dm 2014-09-12 15:56:45 -07:00
JJRcop 7b0306f7b1 Moved magicarp ammo reroll to new carp called "chaos magicarp", which has 75 health and a 5% chance to spawn instead of a normal magicarp 2014-09-10 14:20:03 -04:00
JJRcop 6bc47e8369 Magicarp now fires a random projectile each time, instead of the same one randomized on New()
Magicarp now randomizes from typesof(initial(projectiletype)) instead of from typesof(/obj/item/projectile/magic) to allow future carps that inherit it to fire whatever they want without changing the code
2014-09-09 19:07:44 -04:00
Iamgoofball 48d3f17ecf グレー marée estación ar fud an google translate
multilingual grey tides
2014-09-08 18:49:45 -07:00
Iamgoofball 8120a6eb23 Update departmentrevolt.dm 2014-09-07 21:28:10 -07:00
Iamgoofball 4b311777a4 estación de marea gris de ancho 2014-09-07 21:21:39 -07:00
Iamgoofball 552f751c2d CRITICAL BUGFIX for Magic Mania $1.75
>department revolt event
>no potential for the rng to roll "cargonia"

important bugfix merge asap
2014-09-07 20:59:09 -07:00
Orange Borg 0e05203e1a Don't tell GIA
2fast goofball
2014-09-08 15:55:04 +12:00
Incoming d3d351dea8 Red Carp! 2014-08-28 14:37:42 -04:00
Incoming ea4350a0a1 Adds the magicarp event as a rare happening. 2014-08-28 12:10:48 -04:00
Incoming b47df3a9cf Flexes spellllang n bartflags 2014-08-26 17:43:39 -04:00
Incoming 4639bcec55 Imposter and department revolt are now bugtested and fully functional.
We feature complete save for the nitpicks!
2014-08-23 16:31:29 -04:00
Incoming e10b108c0d z.restricts cursed item loadouts that would ruin the day of anyone in deep space
Moves the robeless casting from uncommon to rare
2014-08-22 14:25:49 -04:00
Incoming 70d29f25ff whoops missed balancing an event 2014-08-22 10:07:04 -04:00
Incoming 7ac7ecb277 Summon Events Initial Commit: See the pull for complete details 2014-08-21 20:05:41 -04:00