Commit Graph

438 Commits

Author SHA1 Message Date
Kierany9 14fa6040e5 Assimilation 2.0: Not quite a big enough PR to be worthy of the 2.0 title but almost (#42607)
* one

* ???

* big

* sprites

* it is done

* oofs

* no more bad jokes

* location -> reception

* i forgot a feature lmao

* yo lemme nerf this op power

* adjust removal and makes panic less insane

* hey i forgot another feature

* one mind removals

* *laser eyes meme*

* Disables multiple one minds for real this time
2019-02-12 20:02:23 -05:00
IndieanaJones 0937264f1e [READY]New Side Antagonist: Space Dragon (#42551)
* Add files via upload

* Rename space_dragon.dm to code/modules/events/space_dragon.dm

* Adds Space Dragon

* Adds Space Dragon Event

* Remove Copied File

* Put antagonist definition in proper location for space dragon

* Update space_dragon.dm

* Removed passive health regen from space dragon

* Updated Weight and Earliness for Space Dragon

* Added Objective to Space Dragon, Updated Starting Blurb

* Cleaned Up the Objective Determiner

* Actually fix the space dragon objectives

* Fix the objective display for the space dragon's target

* Updated Space Dragon Intro Blurb

* Updated Centcom Message When Space Dragon Spawns

* Updated Space Dragon's description with new lore

* Clean Up Space Dragon's OnFire()

* Add Space Dragon Sprites

* Sprite in wrong location

* Properly adds Space Dragon Sprites

* Adds Space Dragon Tiny Sprite to be Carp

* Space Dragon Uses New Sprites, Tiny Form Updated

* Increased Time Til' Dragon Spawn

* Drake's Tail Sweep Now Uses Prebuilt Spell

Thanks to Cobblestone for the head's up on this.
2019-02-10 21:12:17 -05:00
Jordie 881a81fd83 Merge pull request #42702 from PKPenguin321/stolen-ling-fix
Fixes a runtime that gave lings an instant revive
2019-02-09 21:53:04 +11:00
tralezab 46e3894bb2 Creep fluff completely rewritten (#42675)
* hang in there!

* Apply suggestions from code review - rewrite P1

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* most creep > obsessed - rewrite P2

* removes creep_inlove, last edit to greet
2019-02-08 11:26:41 -05:00
PKPenguin321 45151e46eb fixes some shit with lings 2019-02-07 20:20:26 -08:00
Vile Beggar d13420801b Properly adds a Janitor ERT (#42659)
* does the thing

* adds the regen thing to the sprayer

* adds a quite important addition to a comment

* capitalizes janitorial response

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds cobby's process suggestion
2019-02-06 15:56:31 -05:00
Rob Bailey 69e217d8d9 [READY] I got guns (#41804)
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
2019-02-04 10:27:01 +13:00
ShizCalev 2ea88b7515 Fix fire alarms not updating icons when emagged/malf hacked (#42649) 2019-02-03 12:31:23 -08:00
Suicidalpickles a798f33602 Flagellant Robes Changes (#42611)
* flagellant robes nerf

* changes speed again
2019-02-03 19:28:01 +11:00
py01 b44beb52b5 Blood magic tooltip alterations (#42623)
* Tooltip text changes

* typos

* Update blood_magic.dm

* Update blood_magic.dm

* Update blood_magic.dm

* Update blood_magic.dm

* Update blood_magic.dm
2019-02-03 18:53:04 +11:00
Anonmare 675547832d Updates malf fire alarm hack desc (#42635) 2019-02-02 16:59:01 -05:00
py01 d6ff345460 Blood magic fixes (#42469)
* Replaces magic numbers with defines in blood magic code. Fixes twisted construction damaging on fail.

* Reclarifies blood rite option selection.

* Update blood_magic.dm
2019-01-30 10:06:40 -05:00
Kierany9 8113154a22 The PR that fixed Assimilation (#42156)
lots of commits
2019-01-24 12:14:08 -05:00
PKPenguin321 90b5da0355 Fixes ling notes copying on absorb (#42471)
* fixes ling notes copying

* addresses review
2019-01-25 03:33:53 +11:00
Menshin 9dabcbbb04 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-01-23 21:00:11 +13:00
tralezab b7c5559146 [READY] fixes roles that shouldn't be creepy being creepy and the jealousy objective asking you to assassinate the obsession + missed sanity (#42389)
* adds station positions global list

* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department

* missed comma

* embarassing

* Update code/modules/antagonists/creep/creep.dm

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* parentheses

* shiver me timbers

* Hey, great work Mac! Now let's take down the next circuit!

* a plethora of fixes
2019-01-22 22:15:02 +11:00
Jordan Brown f9a765b36d Merge pull request #42458 from Menshin/alternate_appearance_overlays
Adds a "transfer overlays" option to alternate appearances
2019-01-21 16:56:48 -05:00
PKPenguin321 0b9589855f break after finding LOG_SAY 2019-01-21 12:21:48 -08:00
Menshin 5127c72ea3 * Added an option to transfer (and update) source overlays on an alternate appearance image
* Fixed a missing Alien Queen action icon (switch size)
2019-01-20 18:37:08 +01:00
PKPenguin321 83d7360309 Fixes lings not getting some last words on absorb 2019-01-19 17:30:38 -08:00
py01 c2e6506700 Fix values in blood beam failure message (#42423)
When casting a blood rite without enough charge, the chat message gives incorrect
numbers for the amount needed. This PR fixes that.
2019-01-19 13:06:07 -08:00
kevinz000 7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
coiax 881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Jordan Brown 1a5d15348c Merge pull request #42335 from coiax/remove-metal
Gives admins a button to remove metal + cult dagger from Cultists
2019-01-14 10:34:34 -05:00
Jordan Brown 2b3b3ef80e Merge pull request #42329 from zxaber/Malf_doomsday_clamping
Fixes Malf AIs spawing multiple doomsdays
2019-01-14 10:33:42 -05:00
Jack Edge e6991a0bd2 Gives admins a button to remove metal + cult dagger from Cultists
🆑 coiax
admin: Admins have a button to remove the runed metal and cult dagger
from cultists.
/🆑

Could have used this in a previous round.
2019-01-12 17:06:14 +00:00
zxaber aed25b289e adds a check for doomsday being active 2019-01-11 16:46:58 -08:00
coiax 73df5f541d Fixed slaughter demon exit speed boost (#42236)
🆑 coiax
fix: Fixed slaughter demons not getting a speed boost when exiting a
pool of blood. Fixed slaughter demon giblets not being visible.
/🆑

- Also switches some spawn() to timers, and got rid of a var on
slaughter demon previously tracking speed boosting.
2019-01-11 18:15:12 +13:00
tralezab 240cb31e12 [READY] New Side Antagonist: The Creep! (#42021)
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl

There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.

One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:

    A random creepy objective. It could be taking a photo with them in it, hugging them, etc
    After your are done with your objectives, kill them. you can't complete the objectives when they are dead!

Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
2019-01-07 19:18:35 +13:00
nicbn f3e1939b98 Make Revenants unable to use Topic (#42224) 2019-01-06 13:51:41 -08:00
oranges e7393d7d2d Merge pull request #42205 from 81Denton/ghost-sounds
Reduces sound volume for some ghost notifications
2019-01-06 21:40:40 +13:00
Tad Hardesty 3b2c0e27f7 Scope various unscoped locate() calls (#42195)
* Scope locate calls which are immediately checked against a list

* Remove silly use of locate from bible Topic

* Scope various locate calls (needs testing)

* More WIP

* Buff up lightswitches while we're here

* Tidy record browsing code

* Scope a few more locates

These have caused problems in the past (#41917, #39303). Continues #29349.

Also cleans up lightswitch code while I was already touching it.

I recommend a testmerge.
2019-01-06 20:39:27 +13:00
nicbn c4213f13ab New() -> Initialize() (#41876) 2019-01-03 18:56:15 -08:00
coiax c2c5db8105 Blood contract knives only last two minutes, like the chainsaw (#42074)
* Added admin smite: Mark for Death

🆑 coiax
admin: Admins can Mark For Death with the Smite menu, which functions
the same as someone being blood contracted.
tweak: The butcher knives and the red colouring of someone
marked for death will disappear after two minutes.
/🆑

The primary use I see of Mark for Death? WGW readers. Saw some
other admins use it, but they had to manually spawn in a contract
and use it.

The cleaning up after two minutes is so the station isn't covered in
cleavers, and the RED GET THIS GUY fades, so people can be horrified/thrilled
at their actions appropriately.

* No more smite for death

* Also remove that line

* Only the knives
2019-01-03 11:38:58 -05:00
Denton 24c71eb7a7 Reduces sound volume for some ghost notifications 2019-01-03 10:49:41 +01:00
0d0be32b607ee4ecbc2358f3dd4a27de 00762e4851 [I GUESS THIS MIGHT BE TESTMERGED? I DUNNO] return of the ling action buttons (#41928)
cl 0d0be32, PKPenguin321, Armhulen, epochayur
refactor: Changeling powers are now action buttons rather than verbs.
imageadd: Thanks to epochayur for creating and compiling sprites for every single changeling action button!
imageadd: Thanks to Armhulen for the changeling button background sprite!
/cl

original pr #35394

the two main bugs i saw are fixed. reviving works, monkeyform/humanform works

fixes #41899
2019-01-03 11:33:18 +13:00
Jordan Brown a8f39ff19b Merge pull request #42134 from coiax/visible-ayy-cameras
Abductor camera console eyes are now visible to ghosts
2019-01-02 11:05:38 -05:00
Jordan Brown 2a80a2cdd6 Merge pull request #42162 from coiax/notify-every-five
Admins are notified LESS by stationary nuke disks
2019-01-02 10:23:25 -05:00
subject217 9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
Jack Edge 44d178eb51 Admins are notified LESS by stationary nuke disks
🆑 coiax
admin: Admins are only notified about the Lone Operative event weight
every five increments or decrements to the weight.
/🆑

My bad, easy fix.
2018-12-31 23:42:08 +00:00
Jack Edge 23bd00c945 Abductor camera console eyes are now visible to ghosts
🆑 coiax
add: Ghosts can now see where an abductor camera console is looking.
/🆑

I mean, the AI has it, why not abductors?
2018-12-30 01:37:25 +00:00
4dplanner 1305e25e33 Buffs blob [READY] (#42067)
cl
balance: blobs now receive a 50% cost refund on attacks that don't spread
balance: blobs receive a free chemical re-roll every 4 minutes
balance: reflector blobs are considerably tougher
fix: attempting to turn a damaged strong blob into a reflector blob now refunds points
fix: fixed an intregrity
/cl

I think Blob is a great midround antag. It provides a threat that forces the station to work together as a whole, adds excellent drama, and has a cool design. However, it's currently very weak. I think it needs both a buff of the core antag, and then some buffs/nerfs to bring all the different variants into line. This PR deals only with the former.

One thing blob is currently lacking in is kill power. To actually attack someone, or smash through a wall, takes a crippling amount of chemicals (usually 16-20). This means that if the blob fights back through spreading instead of factories it cripples itself. I believe attacking should be cheap to make blob a more dangerous enemy to fight, while not allowing it to reach critical mass more quickly while not in combat.

Re-rolls are very cool and make fighting blob more dynamic. They also help combat the current terrible balance between blob variants so RNG doesn't force you to watch yourself die to fire extinguishers. However, you have to pass up 80 chemicals to get one after your first. In fact, I believe any chemical cost makes re-rolling clunky to use - re-rolls work best as an attempt to throw off a crew that's beating you too easily, and sinking yourself into low points plays actively against that.

Reflector blobs are also rarely used. As they are now, you pay 15 points just to have a reflecting strong blob tile with 1/3rd health, and FOUR TIMES BRUTE DAMAGE. This means that the blob tile dies TWELVE TIMES quicker to brute than it did before! This buffs it to die a mere three times quicker to brute, and 1.5x quicker to burn.
2018-12-30 00:03:10 +13:00
Kierany9 d1638a31f3 Assimilation update: Aesthetic edition (Plus ghost alerts) (#42048)
* aesthetic

* powers remove properly

* oops

* cooldown

* sanity

* mc buggo
2018-12-28 21:37:02 +11:00
Jordie 0d8dda2817 Merge pull request #42052 from FrostyFridge/swarmer
Blacklists shield walls and containment fields from swarmer consumption.
2018-12-28 21:24:25 +11:00
coiax 36c225813c Abductor tongue fixes and tweaks (#42072)
🆑 coiax
fix: Abductors created by abductor mutation toxin will be able to talk
to themselves and to other abductors.
tweak: Abductor tongues now have distinct "channels". A person with an
abductor tongue will be able to attune another tongue to the same
channel as their own.
tweak: Speaking on the abductor channel will always use your mob's
"real name".
add: Abductor teams can now purchase additional superlingual matricies
from their abductor console.
/🆑

Essentially, non-antagonist abductors couldn't hear themselves or each
other because of special case handling when the tongue was present
inside someone with the abductor species, in order so mothership teams
could hear only their team.

Now: All abductor speech is only heard by people with the same
"mothership" var as the speech originator. People can attack_self() with
the tongues to attune them to their channel, in case mothership teams
want to buy additional tongues, attune them to their team, and put them
in their abductee victims. It also means that if you kill the Agent,
stick his tongue in your mouth, you'll be able to talk to the Scientist.

Mobs with abductor training (or observers) can identify which channel the tongue is
attuned to.

I also marked the items in the abductor shop that cost two credits.
2018-12-28 21:20:05 +11:00
FrostyFridge 2420c1a3a0 removed redundant blacklist 2018-12-23 01:03:01 -08:00
FrostyFridge 3080e70421 More swarmer consumption restrictions 2018-12-23 00:23:48 -08:00
Jordie 8d1a81523f Merge pull request #42035 from coiax/stationary-disk-notifications
Notifies admins when Lone Op event chance is changed
2018-12-23 16:33:02 +11:00
Francesco 0e8eb3acfc Nuclear bombs in rifts spawn a singulo on the station and count as a syndie victory (#42011)
* A nuclear bomb in a rift in spacetime will now count as a syndie major victory, and spawn a singulo back at the station

* Removes config debug stuff
2018-12-23 16:09:25 +11:00
Jack Edge a41f8ea9a2 Notifies admins when Lone Op event chance increases
🆑 coiax
admin: When the nuclear authentication disk remains stationary
for too long, the chances of a Lone Operative increase. Admins are
now notified when the chances go up.
/🆑

Surprises are bad, and it saves having to check the datum constantly.
2018-12-22 00:49:14 +00:00