Commit Graph

33 Commits

Author SHA1 Message Date
OrionTheFox
de59b5affe Removes the only Null toolspeed (#67890)
all items have a toolspeed this could cause an error somewhere
2022-06-23 17:35:29 -05:00
itseasytosee
878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
Ebb-Real
9784d04d99 Belt sprites for the syndie screwdriver and alien tools (#65400)
* update

* makes the alien toolbelt use the sprites

* Revert "makes the alien toolbelt use the sprites"

This reverts commit caea9f52741e4f1553f3b3812336b3a4a235b6aa.

* Revert "Revert "makes the alien toolbelt use the sprites""

This reverts commit c60276e7aac93169a036bfe0bc42fb9c736d1d99.

* please check gods

* check pass?

* forgot that

* tabs
2022-03-14 22:03:08 +11:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
Sealed101
1eaaa68c4b Brings recycling results of advanced tools up to their printing costs (#62092)
Advanced tools have either been using their parent basic tools' custom_materials or their custom_materials were lowered for what I presume was destructive experimentor work. This counts for recycling these items in an autolathe as well. In the first case, alien tools were made out of the same material amount as their basic counterparts, and in the second case - the recycling results were heavily lowered.
Also kills off some single-letter vars since I'm here.
2021-10-17 16:45:28 -04:00
tralezab
6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
kingofkosmos
3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
Rohesie
6ff08e1c69 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.
2020-08-04 13:59:48 +12:00
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
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
necromanceranne
77608a9f46 Adjusts Dark Gygax Equipment and stats, gives nukies a mech support bag. (#49131)
* Buffs the gygax, give some more support items for mechs in general since there isn't a need for a dedicated ammo bag for the gygax

* Wrong cell

* Fixed some stuff.

* I fucked up the wrench inhand good and proper yikes I am a dumb cat

* gave some inhands for the inducers

* Hopefully this adds the overlays for the wrench.

* Someone helped me make a much better wrench sprite after several failed attempts on my part due two tones being hard to make definable shapes with!
2020-02-13 09:58:35 +01:00
Tlaltecuhtli
23d2ce8a36 medical wrench no longer dupes on suicide (#47744)
* 1

* doc

* Update code/game/objects/items/tools/wrench.dm

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

* sdsd
2019-11-22 14:03:39 -05:00
carlarctg
b49d3bb4ac hello (#47357) 2019-10-30 01:47:25 -07:00
KomradeSpectre
9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
Fikou
31ab3ac830 power tool refactor (#46974)
Power tool refactor
2019-10-13 20:34:52 +02:00
Fikou
714b0ae2f1 the power of the M E D I C A L W R E N C H now makes you glow (#46927)
* awoo

* awoo

* no awoo $50 fine
2019-10-08 23:21:08 +02:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
Qustinnus
81c3d92129 Adds pick-up, drop and throw sounds for items. (#46677)
* finishes up

* adds sound volumes

* woops

* forgot to ctrl + s

* cloth

* smh

* done
2019-10-04 18:53:09 -04:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
carlarctg
15717dda7a Gives borg tools unused sprites (#45939)
* where's the get good button

>adds some borgtools
>fills empty tool pixels with 254 transparency pixels

* tool stuff

* fixes icon

* repoked

* cobbdescus part 123/X: cobbtool cobbmove cobbreview
2019-08-17 23:48:26 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

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

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
moo
88e17d3ff4 Power Tools (#41933)
cl Toolby
balance: Power tools now perform construction slower than the toolarm implant (but still incredibly faster than normal tools)
balance: This is to promote trusting a player rather than safely printing off an item via techfab.
/cl

Reasoning: As said in the Advanced Surgery PR, The act of trusting an individual who could possibly be able to kill you should supercede the mineral cost difference (we do not balance those) and techweb cost difference (sorta balanced those) between powertools and toolarm implant. This will also mean that the CE now has a vested interest in Science/Medical efforts since he can get better tools, while still making powertools a considerably better item than normal tools (30% increase and less storage slots).

Also said in the Advanced Surgery PR, if construction is insufferable with both number-wise we can look at beefing down the numbers (with the implant still being preferred option).
2018-12-16 13:06:26 +13:00
Tad Hardesty
c5b6c18c7e Fix power tools being deleted if adjusted using TK 2018-05-23 16:49:24 -07:00
AnturK
4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
Jordan Brown
d282c60c7d Quote the armor lists (#35668) 2018-02-16 01:25:42 -05:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
Leo
882603901f Items no longer need to check for tools in attackby, having the check done with the tool_behaviour variable before pre_attackby is called. (#32602) 2017-11-11 21:22:15 +01:00