Commit Graph

873 Commits

Author SHA1 Message Date
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
xmikey555
31386f8f93 Pirate language (#41489)
cl
add: Added pirate language, equip a pirate hat to speak it.
/cl

I haven't made a PR here since #23676 but this is pretty simple, it just adds "pirate language" (language only spoken/readable by fellow piratespeakers that looks like pirate slang to others), and makes the pirate hat (yes, the one obtainable from the autodrobe) grant/remove the language.

also i have no experience in dream maker so i'm at least 87% sure i flubbed something up

thanks to qustinnus for helping me out
2018-11-27 14:31:57 +13:00
Jordan Brown
d89f7f9cac Merge pull request #41547 2018-11-18 10:57:47 -05:00
81Denton
0bfe0cc80f Improves Uplink descriptions + formatting (#41565)
* Improves Uplink descriptions + formatting

* ree

* linebreaks

* misc fixes
2018-11-18 10:26:09 -05:00
ShizCalev
013a44eed6 resettispaghetti 2018-11-16 13:56:02 -05:00
nicbn
fdc3cdfa8e Adds NO_BREATH check before calling lungs check_breath (#41526) 2018-11-16 07:25:20 -05:00
XDTM
e31d4f5d26 Makes paralysis trauma more modular, allows paralyzing single limbs (#41140)
* Makes paralysis more modular, allows paralyzing single limbs

* it begins

* Update bodyparts.dm

* damn webeditor
2018-11-15 12:38:01 +01:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
Jordan Brown
499fa2ff37 Merge pull request #41482 from ShizCalev/def-cleanup
Removes undefined macro
2018-11-14 10:42:47 -05:00
ninjanomnom
f5bad18e93 Converts jetpack speed modifications to the new system 2018-11-14 04:04:56 -05:00
ShizCalev
3899f7e55b Removes undefined macro 2018-11-13 14:59:52 -05:00
oranges
ccf24c8e41 Merge pull request #41398 from Mickyan/miasma_warning
Lowers the amount of miasma required to display a warning
2018-11-12 20:46:42 +13:00
ShizCalev
f03e9636b3 BUT YOU AIN'T GOT NO LEGS, LT DAN. (#41410)
Humans with no legs will no longer run around unimpeded.
2018-11-10 19:25:38 -08:00
Mickyan
62af355b88 miasma warning 2018-11-10 16:39:03 +01:00
ShizCalev
54a3e05ff2 Fixes unconsious/dead/sleeping mobs getting notices about limbs being too damaged to function and screaming (#41337) 2018-11-08 18:38:45 -05:00
ShizCalev
c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Mickyan
c0ac8d514f Adds new moodlets, psychotropic drugs (#41207)
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl

Fixes #41170

List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions

Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.

Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
2018-11-04 15:01:05 +13:00
oranges
ce60096218 Merge pull request #41261 from ninjanomnom/floating-movetype
Makes floating a movetype instead of a movable var
2018-11-04 14:54:30 +13:00
Jordan Brown
b101050540 Merge pull request #41253 from ShizCalev/reagent-transfer-logging
Adds logging to reagent transfers
2018-11-02 14:14:28 -04:00
Shdorsh
9343d9e70a [READY]Removal of circuits (#41108)
* Delete integrated_circuit.dm

* Delete integrated_electronics.dm

* Delete pins.dm

* Delete wirer.dm

* Delete helpers.dm

* Delete printer.dm

* Delete analyzer.dm

* Delete debugger.dm

* Delete detailer.dm

* Delete assemblies.dm

* Delete saved_circuits.dm

* Delete boolean_pin.dm

* Delete char_pin.dm

* Delete color_pin.dm

* Delete dir_pin.dm

* Delete index_pin.dm

* Delete list_pin.dm

* Delete number_pin.dm

* Delete ref_pin.dm

* Delete selfref_pin.dm

* Delete string_pin.dm

* Delete passive.dm

* Delete power.dm

* Delete access.dm

* Delete arithmetic.dm

* Delete converters.dm

* Delete data_transfer.dm

* Delete input.dm

* Delete lists.dm

* Delete logic.dm

* Delete manipulation.dm

* Delete memory.dm

* Delete output.dm

* Delete power.dm

* Delete reagents.dm

* Delete smart.dm

* Delete text.dm

* Delete time.dm

* Delete trig.dm

* Update tgstation.dme

* Update multitool.dm

* Delete circuit.dm

* Update tgstation.dme

* Update netdata.dm

* Update ntnet_interface.dm

* stuff

* Update packs.dm

* Update electronics_designs.dm

* Update electronics_designs.dm

* Update multitool.dm

* Update cavity_implant.dm

* Update cards_ids.dm

* Update walls.dm

* Update hostile.dm

* Update all_nodes.dm

* removes circuits from maps

* Revert "removes circuits from maps"

This reverts commit 14daf7770220a8a1d7a8fa497c92d9c866939160.

* Removes circuits lab from all maps

* removes circuits lab from lavaland syndicate base

* fixes space tiles under windows on meta

* Deltastation fixes

* Update multitool.dm

* Update flavor_misc.dm

* Replaces Box circuits with nanites
2018-10-31 15:17:04 -04:00
ShizCalev
6b458564f9 Fixes brain clickon runtime (#41228) 2018-10-31 12:26:03 -04:00
ninjanomnom
4a1c6e7e8f Makes floating a movetype instead of a movable var 2018-10-31 12:19:18 -04:00
ShizCalev
87faef9019 Adds logging to reagent transfers 2018-10-31 08:36:21 -04:00
ShizCalev
17d894fcba Adds examine messages to disembodied & robot heads (#40999)
cl ShizCalev
tweak: Added some examine messages to disembodied heads indicating if it's missing eyes, or if it's brain is nonfunctional.
tweak: Added some examine messages to cyborg parts to indicate their current construction status.
tweak: You can now remove the power cell and cut the wiring out of a cyborg chest during construction.
/cl

Small indicator to help alleviate some minor wastes of time (such as folks bringing suicider's heads to the roboticist instead of the chef.)

Added some missing destroy handling, fixed vars not being set and unset properly, cleaned up some duplicate code in human/examine handling for departed souls.
2018-10-27 13:10:55 +13:00
QualityVan
18f59b804d Fixes robotic cell death (#40815)
* wounds never ever

* diseases exist at living oops

* Replace only_robotic and only_organic args with required_status
2018-10-23 14:44:30 +02:00
ShizCalev
bfcfcc6ad1 Adds a notice when you damage a brain via ghetto surgery 2018-10-20 14:15:37 -04:00
MMMiracles
c89b619bd9 Penguins now waddle + waddle organ (#40989)
* and he waddled away, waddle waddle

* waddle ears + initialize

* ninjanomnom fixes + meat

* taste stuff change

webbit
2018-10-18 16:29:59 -04:00
Jordan Brown
bb6da6f001 Merge pull request #40953 from ShizCalev/mannitol-ghetto-surgery
Ghetto surgery can now damage brains. Mannitol can heal damaged brains.
2018-10-17 16:21:43 -04:00
AnturK
ba0ea6f366 Fixes anti stun implant nonsense (#40963) 2018-10-17 14:20:07 -04:00
ShizCalev
9dbc86d7c5 Ghetto surgery can now damage brains, which then can be healed by mannitol 2018-10-16 18:52:55 -04:00
Jordan Brown
992e06005f Merge pull request #40863 from ShizCalev/moth-revive
Fixes admin revives not restoring mutant organs
2018-10-15 16:11:40 -04:00
AnturK
0bd320b82a Fixes surgery. (#40884) 2018-10-12 06:28:32 -04:00
AnturK
199339d994 Surgery cleanup (#40788)
* Surgery cleanup

* Proper mobtype
2018-10-12 04:42:48 -04:00
ShizCalev
6cfcc40e66 Fixes admin revives not restoring mutant organs 2018-10-11 07:12:35 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
ShizCalev
b12afcce60 Allow toxins to be truly silent yet deadly (#40748)
Certain toxins will no longer notify the mob of their presence with the "You
feel a dull pain in your abdomen" message, which allowed some stealthy (and
some nonharmful) toxins to be easily detected.
2018-10-07 21:01:57 -07:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
Jordan Brown
040720d9b3 Merge pull request #40052 from FrostyFridge/reconstruction
Buffs reconstruction surgery
2018-09-17 09:35:43 -04:00
Fear The Flash
ec63499747 [Ready To Review] Cyber Organs provide small benefits (#40164)
* Cyber organs are no longer trash

* removes research points (will do another PR 💯)

* removes that define

* Update liver.dm

* 🖨️ and 📄
2018-09-14 12:01:44 +02:00
XDTM
e9c2df340a Adds the experimental dissection surgery, a way for medbay to contribute to research (#40158)
* Adds the experimental dissection surgery, a way for medbay to contribute to research

* fix

* different point value for different subjects

* broken defines
2018-09-13 22:28:42 -04:00
Jordan Brown
bdefaa6d5c Merge pull request #40197 from 81Denton/liverfailure
Reduces liver failure damage, makes it more obvious
2018-09-10 13:47:36 -04:00
kevinz000
1befc1bcca Update bodyparts.dm (#40181) 2018-09-10 13:46:38 -04:00
Denton
08e9704807 Reduces liver failure damage, makes it more obvious 2018-09-09 16:39:26 +02:00
barbedwireqtip
d09a530eed hand drill can be used as a ghetto surgical drill (#40149) 2018-09-07 14:49:04 -04:00
Shdorsh
9c68b78c3c [READY] Making corpses rot and create miasma (#39735)
* Adding miasma gastype

* make miasma roll small chance of infecting and corpses rot

* Add dry air sterilization to clear miasma

* make air alarm scrub out miasma automatically

* Storing corpse in morgue/coffin doesn't create miasma

* Added more ways to block miasma and a small notice

* fixing some errors in the rot proc, since I accidentally copied the old bugged version

* Code improvement, now waiting for Travis

* Added more effects to high miasma concentration

* Added delay to miasma production

As a result, miasma production goes up and partial pressure was unachievable back then, so I lowered it for all the effects.

* Formaldehyde stops decay

Also still trying to manage that miasma side effect stuff

* fulfilling some reviews

* Well done Travis

It's 9 in the morning, but I wanna see this through first

* beginning of miasma canister

* Added miasma canister

* Added miasma canister art

* add odor moodlets

* adding moodlets to miasma

* simplifying reagent check

* fixing indentation

* fixing an indentation problem

* Adding miasma tile effect

* adding miasma tile effect

* Deleting file in false placement

* changing miasma partial pressure for carbons

* added effects to lungs

* fixed a few errors

* Update lungs.dm

* Making miasma effect slightly prettier

I am not a pixel artist, but at least I try

* Raising miasma inhibiting temperature to -10°C

Yes, you can now store bodies in the cool room.

* making sure air alarm is set for miasma

since it is a common waste product, air alarms should start with scrubbers having miasma set to scrub

* setting scrubbers to scrub miasma on start

finally found this little setting

* lowered formaldehyde amount needed

* reaction fix

* rebalanced the reaction

Now happens quicker and doesn't produce that much heat.

* remove timeout to stench moods

* Update life.dm

* making mood stop with low/no miasma

AND waiting for travis

* fixing variable naming error

* fixing send signal for lungs

* fixing send signal for carbon

* fixing moodlet

this subsystem sure works in mysterious ways

* fixing lung moodlets

smell u l8r

* removing the 2 ifs

and looking if all moodlets are given to owner, not src

* Trying to balance the sterilization reaction

No more accelerated superburn. This heats *slowly*, as it was supposed to.

* Update vent_scrubber.dm

* improved the disease generation

the random disease's new proc seems more efficient, so let's go with it

* charred corpses don't produce miasma

there's nothing organic any saprophyte could possibly benefit from a carbonized carbon. also, replaced the disease proc, since there's better

* adding disgust system

* rebalancing

looking at the thresholds made me think that it was set too low, see negligible

* Slowing down the bubbling

can we plz move on?

* restoring old scrubber functionality

* mistakenly believed deleting this would only delete my changes in the code

here's the old functionality

* Update and rename vent_scrubber to vent_scrubber.dm

* restituting the spacing

* adding water vapor check

* changed miasma's specific heat to 20

no toxins memes

* lowered threshold, due to near-unachievability of pressure

* lowered threshold, due to near-unachievability of pressure

* there's never going to be a canister onstation

unless it's debugging or adminbus, so you'll need this little bit more
2018-09-05 20:19:54 -04:00
FrostyFridge
3038d8e5f6 Increased healing from 10/10 to 30/30 2018-09-05 13:22:43 -07:00
FrostyFridge
81476bafd8 Shortens reconstruction surgery 2018-09-01 23:59:40 -07:00
Emmett Gaines
0943e56e08 Adds the signal origin as the first arg to all signals (#39861)
* Adds the signal origin as the first arg to all signals

* Fixes some storage and nanite procs
2018-08-28 18:28:29 +03:00
Garen Crownguard
291583440f screwdriver_act signal (#39877) 2018-08-27 05:56:45 -04:00