* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Thinning out auto_custom uses.
* Not sure what i was thinking.
* Not sure what happened here.
* Fixes
* Forgot i'm doing this so i can remove this
* C
* Valentine antag datums
* This is what i get for adding it manually.
* Draft 1
* requested changes
* fixes & refactoring & vv support
* one more vars access
* there we go
* change arg name
* Update lava.dm
* Update armor.dm
* Update armor.dm
* Update armor.dm
* fixes
* Update datumvars.dm
* Update goliath_hide.dm
* Update objs.dm
* 0 -> none in checkrights()
* Update armor.dm
* Update datumvars.dm
* Update armor.dm
* Adds magic armor type
this did not exist before
* two missing things from previous commit
* I shouldn't webeditor at work
* Add a proc for getting the station center
* Add a couple of comments to ZTRAIT defines
* Remove unused global_map list
* Refactor weather to use the trait system
* Un-hardcode the transit z-level
* Use Z traits to determine Portal Storm event areas
* Fix loading away missions containing anything that reads traits
* Antag Panel & Friends Refactor
* Prettfying
* Removes abduction also blob from default configs.
* Ninja fixes
* Ninjafix
* First draft of the new check_antags
* I love coding without compiler
* Yes
* Fixes
* Check_antags part 2
* Fixes and cleanup
* Okay should be good now.
* Adds simple no move & no tc syndie for events
* Integrates toggle objective pr
* Why i even bother.
* Offer mob shows all antags
* Some minor visual stuff
* Proper name for the helper
🆑 coiax
add: If you have the (mis)fortune of late joining a shift where a crazy
wizard has given magical items or firearms to the crew, you will find
yourself also carrying such equipment.
/🆑
- Scrying orb now just grants the XRAY mutation to the first human that
picks it up
- The chance of a "special" magical item is now 1/50, up/down from 0-1
times per summon magic.
- The suppressor option in summon guns has been changed from a stetchkin
plus a silencer, to just a stetchkin with a silencer pre-installed.
- The summon magic/gun tables are now global typelists, rather than a
godforsaken giant switch statement
- Badmins can call the global /proc/give_guns(human) or
/proc/give_magic(human) for all their badmin needs.
- The chance of new players being survivor antags is the last effect
that triggered summon guns/magic (25 for wizard, 10 for summon event).
* Roundend report refactor
* I won't be fixining every moved part but here you go
* Preparation for feedback
* Fixup
* First draft of feedback (wip)
* Simple version of feedback for custom objectives/explanation texts
* Debug verb removal
* Fixes & show again action button
* Admin objective handling
* Fix and first step of css standarization.
* Every time
* More css
* Fix
* Fixes, abductee datum, css tweak
* Feedback and css fix
* CLIENT DETAILS DATUM + CLIENT ACTIONS + spilled css fix
* Integrates clockult badcode
* Fix
* Fix lists in assoc feedback
* Unified antagonists and teams feedbacks, bumped up antagonists version
* Adds chat link to reopen the the report
* Fixes some clockcult stuff, passes antag name to feedback
* review stuff
* fix
* Adds some missing spacing
* Roundend corners, has css gone too far.
* Spacing between same antags
* Changeling and traitor objectives now have same spacing
* Wizar report typo fix
* Wrap brother team.
* Also move it to more relevant file
* Fixes cult summon objective
* Fixes roundend report for full-round observers
* Fixes wizard with apprentices roundend report
* Tutorial scarabs don't show in roundend anymore, adds some check_ticks
* Prettier station goals
* Merges roundend delay things
* Spread the lag around
* Fixes relogin qdeling eminence
* ckey -> key
* Free codebase churn
* fixes dviewmob
* a commit
* Partial revert "Free codebase churn"
This reverts commit 9dd41b3860c331637bbc85e694dd32dc59768ad5.
* better fix to dviewmob
* renames living_mob_list to alive_mob_list, adds mob_living_list and carbon_list
* make some use out of the shiny carbon list
* make some use out of the shiny new living list
* more things, also make the mobs subsystem (Life) use living list
* bonus
* domo arigato mr. roboto
* compile fixes, also made the drone code less dumb
* better?
* make admin message prettier
* honk
* fixes blobs
* rev fixes
* one small thing
* Wizard datum
* This can go in this one actually
* Old proc
* Delete equipment
* Academy wizard datum
* didn't notice the spawn before
* otufit
* Some special_role removal
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
* Makes Station Z Levels a global list
* Things didnt get committed
* Define
* Removes files
* Fix mind.dm
* Wrong list name
* (
* Fixes rev checks and signpost
* Makes it actually compile
* Signpost fix
* I hate these sign posts
* Never use the web editor
Event won't run if initial pet population on station is greater than 100 pets.
Event won't continue after creating 400 pets.
Pets off station won't be affected by the petsplosion.
* Upgrading RPG loot items modifies their name accordingly
- the greater crowbar of many tales +2
- use item fortification scroll
- the greater crowbar of many tales +3
- Once the RPG loot event fires, a global is set which means all new
items will have rpg_loot datums attached to them.
Otherwise, everything functions the same. Item fortification scrolls are
only spawned when the event fires.
Using an admin spawned item fortification scroll on a non-rpg looted
item works, it'll grant that item only a RPG datum.
Made a /unlimited upgrade scroll if admins feel like buffing an item.
* Scroll
* Scroll, <i> nix
* Fixes vaporising items, negative quality
* Fixes runtime when upgrading non-rpg item
* Static lists
* Muh spelling
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Mob Initialization
* new_player Repath
* Fix the dme
* Fix the shit
* Fix a loc
* Fix another loc
* But, in my haste, I forgot the cola!
* Another loc
* ANOTHER LOC
* Further docs
* Where'd that s come from
* Fix shit
* Better
* Wizards can now Summon Ghosts
🆑 coiax
add: Wizards can now use their magic to make ghosts visible to haunt
the crew, and possibly attempt to betray the wizard.
/🆑
- Summon Ghosts, makes ghosts visible for the rest of the round.
- Modifies the Summon Events G-g-ghosts! event to also use the same
mechanism of making all ghosts visible.
- New global var `observer_default_invisibility`, which all ghosts load
their invisibility from when created. You need this because ghosts get
destroyed and created every time you exit and reenter a body. Modified
the spectral sword to use this, instead of initial().
- Pros for wizards to summon ghosts: It's spooky, and distracts the
crew, they get to see the ghosts come out of the dead people they just
murdered.
- Downsides of wizards to summon ghosts: They'll be always obvious when
etheraling around, they can't really stealth, ghosts will do their best
to upset the wizard's plans.
- If you were playing to WIN as a wizard, you probably wouldn't summon
ghosts. But you wouldn't summon guns or magic either.
* Makes it buyable