Commit Graph

136 Commits

Author SHA1 Message Date
Remie Richards
3891e67d8d Merge pull request #11162 from Core0verload/rnd-implants
RnD update
2015-08-18 20:20:12 +01:00
Swag McYolosteinen
46b519309e Merge pull request #11058 from Core0verload/surgery-organs-part2
Surgery & Organs rework: Phase 2
2015-08-13 18:04:16 +02:00
c0
a06271733e Fixes and changes 2015-08-12 20:31:35 +03:00
Remie Richards
eedea4d281 Merge pull request #11018 from Core0verload/hammerspace
New traitor item: storage implant
2015-08-12 14:45:23 +01:00
c0
df4d5cfe0d RnD update 2015-08-12 15:18:13 +03:00
c0
73b4e8f5a6 Fixes #11110 2015-08-09 15:22:25 +03:00
c0
f57fe6785c A fix 2015-08-07 01:06:56 +03:00
c0
1e96bf29af Fixed implants on HUD 2015-08-05 23:09:07 +03:00
c0
eaba56cae3 Balance issues 2015-08-04 18:52:42 +03:00
c0
bd8d70ec26 New traitor item: storage implant 2015-08-04 18:28:38 +03:00
c0
8e0e6f3191 Tweaks and fixes 2015-08-02 00:37:29 +03:00
c0
1c93a6e708 Swapped some lines, not sure why 2015-08-01 02:03:16 +03:00
c0
47524811c5 Renamed "glass case" -> "implant case". Changed implant syndiekit to be less FUCKS. 2015-08-01 01:56:54 +03:00
c0
04f7b3f2de Surgery, Implants and Organs rework: Phase 1 2015-07-31 22:18:31 +03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Cheridan
68c32438bb Merge pull request #10525 from phil235/FixFix1
Some fixes and stuff....
2015-07-11 18:06:29 -05:00
phil235
7307079f8b Fixes stripping an item from someone not checking if the item is still there after the delay.
Same fix for pocket picking and removing embedded item.
Adding a warning message when trying to put an item on someone in the wrong slot.
Fixes loyalty implant message upon destruction being sent to wrong/dead people.
Fire on mob will now slowly be consumed (no more forever on fire corpse).
Some work on fire related proc.
Can't lit a mob on fire with a lighter that isn't lit.
Removing duplicate code in species.dm.
You can no longer heal your burns by ingesting clf3 and dousing yourself with water repeatedly.
simplified micro/macro explosive implant's timed explosion code.
2015-07-10 22:29:06 +02:00
MrStonedOne
a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
Ikarrus
e67b18d93e - Fixed bug that prevented implant breakers from recruiting security.
- Gangs are reminded of imminent defeat/victory and the dominator's location when a timer drops below 3 minutes. (+3 squashed commit)

Squashed commit:

[49b614c] - Raised threshold of station damage before gang heads can no longer recall
- Implanters are now only blocked by helmets with THICKMATERIAL
- Changelog

[76f9662] Fixes runtime with gang messages sent to minds without mobs

[d81148e] Speeds up recruitment a bit (+1 squashed commits)

Squashed commits:

[d81148e] Speeds up recruitment a bit
2015-07-06 22:29:29 -06:00
Swag McYolosteinen
a4b60449f8 Merge pull request #10129 from AnturK/ayy
Abductors fixes and improvements
2015-07-04 16:57:10 +02:00
Ikarrus
2191a2c33d Datum-Based Gangs 2015-07-02 15:12:55 -06:00
Ikarrus
b6dd414087 Reverted recall changes 2015-06-30 18:28:01 -06:00
Ikarrus
1e30fc4b6c Gang Update: Implants Edition
- Multiple gang leaders are spawned at round start, the number which depends on server population
- Only one boss per gang, the rest are lieutenants
- Only the gang boss can recall the shuttle
- Gangsters can no longer be promoted mid-game.
- Security can once again deconvert gangsters with loyalty implants
  - A message is shown if the deconversion destroys the implant in the process

- Added an Implant Breaker item to the gangtool as a purchasable item for 10 influence each
  - They are a one-use item that destroys all implants in the target, including loyalty implants
  - They will also attempt to recruit the target before destroying itself
  - As this is an implanter it requires the target to remain still for a few seconds to administer it
- Implanters no longer work if the target is wearing headgear. Remove them first

- Added help text whenever you buy certain items from the gangtool
- Spare gangtools now cost 30 influence for everyone
  - They no longer give you a free pen
- Increases domination limit back to 3
- Purchased outfits are automatically equipped in your hand, if possible
- Gang boss has a 3 minute window at round start to select an outfit style. If he doesn't select one, the his lieutenants may pick one. No gang outfits can be created without a style picked first.
  - This is just to give the gang boss the first opportunity to pick an outfit style for his gang
- You can now see how many outfits your gangtool has in stock
- Outfits are no longer used up if you cancel the style selection prompt
- Loyalty implant destruction message has been moved to its Destroy()
2015-06-29 23:50:06 -06:00
Ikarrus
cbee684951 Macro/Micro bombs are now restricted to the Nuclear game mode.
Also fixes some broken spans.
2015-06-28 09:57:24 -06:00
Anonus
a7a0d6eca7 nobody saw anything 2015-06-26 12:44:01 -04:00
Anonus
c3def066c7 More obvious m(i/a)crobombs
They now have a delay based on how many were implanted.
They beep loudly for several seconds before exploding.
Overall destructive power is lower, 4/8/16 with 10 microbombs or 1 macrobomb.
If you somehow get more microbombs, then you can still get maxcap(but the delay is longer)
2015-06-26 11:37:07 -04:00
Razharas
97aaa5fb8d Revert "Revert "Microbombs and Macrobombs, Nuke Ops start with Microbombs onc…" 2015-06-26 02:44:20 +03:00
Razharas
69d6cd4f94 Revert "Microbombs and Macrobombs, Nuke Ops start with Microbombs once more" 2015-06-26 02:16:02 +03:00
Iamgoofball
2cdb4dbe92 fixes 2015-06-24 22:07:46 -07:00
AnturK
8a42b5af7d Fixes advanced camera now always clearing the obscured images
Makes experimental machine uncuff abductees automatically
2015-06-24 13:51:03 +02:00
Iamgoofball
ab36f89844 NUKE OPS START WITH MICROBOMBS NOW, nerfs microbombs because I made them way too powerful and 20 of them was actually double the bombcap 2015-06-23 21:37:21 -07:00
Iamgoofball
4294a583b0 Microbombs and Macrobombs 2015-06-23 15:36:01 -07:00
Iamgoofball
a8ec1c76df Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics
Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
2015-06-23 12:54:26 -07:00
Cheridan
470f21a752 Merge pull request #10004 from Ikarrus/gangimplants
Gang Update: Loyalty Implant Edition
2015-06-18 10:41:15 -05:00
Ikarrus
210cc17d5c Loyalty Implants and Gang Mode
Security treating gangs like revs has had a very negative impact on the experience of gang rounds. With an easy and convenient deconversion method, gangs are easily stomped as they rapidly run out of members to convert. So I'm going to try something different and see how things go if implants in gang mode acted as they are in cult.

- Implants can still prevent conversion, but can no longer deconvert or identify gangsters
- If a recruitment pen fails, the error message the gang boss receives will distinct loyalty implanted individuals from enemy gangsters.
2015-06-15 21:39:21 -06:00
xxalpha
b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
Iamgoofball
c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
Cheridan
5f22a3c025 fixes weapons auth button 2015-05-26 15:22:24 -05:00
Ikarrus
e4079cf923 Loyalty Implants and Gangsters
- Experiment: Loyalty implants will no longer survive deconverting a gangster. Security now needs to use two of them if they want the permanent effects: The first to deconvert them, and the second to make them loyal.
2015-05-03 19:36:13 -06:00
Ikarrus
7b02a11dc2 Gang Update 5
###Major Changes###
- Influence income changed to provide weaker gangs a bigger boost, while slowing down stronger gangs to promote opportunity for comebacks
- Gangs only earn influence on territories they have held on to since the previous Status Report (the income calculation every 5 minutes). This places more significance on defending your existing territory.
- Victory conditions are only checked during Status Reports.
- Bosses no longer receive territory updates real-time. They now get them all as a list of new and lost territories in the Status Update.

###Minor Changes###
- Goal is now a coeff var so it can be modified in-game for debugging/playtesting purposes
- Simplified some list checks for gang
- Trying to tag an invalid area will just error out and return, instead of the ganger spraying regular grafiti and confusing people
2015-04-25 01:20:04 -06:00
kingofkosmos
de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
kingofkosmos
a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
phil235
658a73d3e8 Merge branch 'master' of https://github.com/tgstation/-tg-station into BundleFix3
Conflicts:
	code/modules/reagents/Chemistry-Holder.dm
2015-04-20 18:44:04 +02:00
phil235
fc158ef7bd - crate mimic have wrong icon var. 8953
- fixes constructable chem master icon when parts are exchanged. 8616
- lowers toolboxes inhands sprite, fixes missing one. 8433
- fixes exploit in pandemic to avoid the bottle creation cooldown. 8031
- fixes chem grenade not getting to southwest side. 8019
- remove handle_env, /handle_random_events() and handle_blood at carbon level, identical to living level.
- fixes human bodytemp dropping to 20C in normal environment. (32.5C 90.5F when naked now)
- you now need both adequate headgear+suit to protect against pressure. (removing two defines)
- fixes alien hunter being immune to env fire in stalk mode (removing hunter/handle_env())
- fixes monkey not metabolizing reagents, also make larva metabolize them. 7108
- remove calculate_affecting_pressure from monkey level, simplification.
- refactors monkey's handle environment, no more handle_temp_damage proc, it's all in handle_env.Fixes temperature alert not showing for monkey.
- refactor monkey/handle_fire (similar to alien/human now.)
- replaces morphine with stimulants in adrenal implant. 8832
- refactor handle_breath_temperature.
2015-04-20 18:15:06 +02:00
Ikarrus
af7131c7ad Gang Update v3
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.

tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over

NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant

NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger

NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)

NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
2015-04-19 01:00:17 -06:00
Xhuis
87541dabc2 Progress 2015-04-13 19:12:29 -04:00
phil235
ffd711c26f Merge branch 'master' of https://github.com/tgstation/-tg-station into SlimeAnimal
Conflicts:
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/living/simple_animal/slime/say.dm
	code/modules/reagents/Chemistry-Reagents/Consumable-Reagents/Food-Reagents.dm
2015-03-23 16:51:03 +01:00
phil235
aecb365f84 Merge branch 'master' of https://github.com/tgstation/-tg-station into SlimeAnimal
Conflicts:
	code/modules/mob/living/carbon/alien/life.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/simple_animal/slime/life.dm
2015-03-20 19:32:16 +01:00
Zelacks
8e2850f832 The action button should be correctly handled in chem implants by injecting all the reagents if the action buttion is the cause 2015-03-20 03:58:58 +08:00
phil235
456a64f8fd slime from carbon to simple animal 2015-03-14 23:40:57 +01:00