Commit Graph

45 Commits

Author SHA1 Message Date
SkyratBot
699cd1e412 [MIRROR] renames metal sheets to iron sheets (#3116)
* renames metal sheets to iron sheets

* Merge branch 'master' into upstream-merge-56643

* yay metal

* Update DeltaStation2_skyrat.dmm

* a

* Update CentCom_skyrat_z2.dmm

* a

* a

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 22:09:50 +00:00
SkyratBot
25df6e7da3 Cleaning up robot code: modules renamed to models & DOGBORG REWORK (#2837)
* Cleaning up robot code: modules renamed to models

* Merge branch 'master' into upstream-merge-56312

* [PR Fix] Modular_Skyrat borgos (#3019)

* No more linter complaining

* Halfway (or full way, I don't know) through moving stuff around

* Caps!

* a

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-02-05 21:28:06 +00:00
SkyratBot
b5f101661d [MIRROR] You can now remove embedded objects directly with a hemostat (#3097)
* You can now remove embedded objects directly with a hemostat (#56637)

* You can now remove embedded objects directly with a hemostat

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-02-05 21:19:35 +00:00
SkyratBot
96e2814be7 [MIRROR] Removes tips regarding devil. (#2805)
* Removes tips regarding devil. (#56236)

* Removes tips regarding devil.

Co-authored-by: Borisvanmemes <39802339+Borisvanmemes@users.noreply.github.com>
2021-01-20 13:24:37 +00:00
SkyratBot
48f7ac30df [MIRROR] Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth) (#2707)
* Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth) (#56056)

* Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth)

* a

* b

* Update slash.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-16 00:56:48 +01:00
SkyratBot
76efc3d305 [MIRROR] Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#544)
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)

By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.

* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 21:52:59 +02:00
SkyratBot
ecb08ef4a7 [MIRROR] Fixes outdated tips (#268)
* updates tips (#52773)

* Fixes outdated tips

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-10 23:21:28 +01:00
BeeSting12
ee74eafd03 removes dead space reference (#52607) 2020-08-01 06:40:52 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Rohesie
9d4eb582ac Merge pull request #49563 from Fikou/clarke
[READY] Adds Clarke, your new mech buddy!
2020-03-19 18:29:49 -03:00
Ryll Ryll
f9963454db Adds tackling (VIDEO INSIDE) (#49476)
* huthtuthuthuthtuhtuthuthuthuthtuthuthuthtuthut

* documents and expands, adds new glove types

* Adds slamming into tables and neatens up throwingdatum handling (+stuff)

* bit less squishy

* adds sprites, offbrands, swaps most combat insuls for tacklers

* adds dolphin and rocket gloves to BEPIS

* changes dna to traits, buffs tackling

* same as last commit but moreso

* updates docs, nerfs stuns

* vending machines, better docs

* window tackles for good measure

* gets window splats working

* polish off

* LAST DAY OF SCHOOL
2020-03-06 11:17:52 +08:00
Ryll-Ryll
fce9aaae38 tip 2020-02-29 06:34:33 -05:00
Fikou
4c6b13e264 Adds Clarke Mech 2020-02-24 23:44:12 +01:00
Fikou
bc0013b2e6 Change a botanist tip to be more helpful (#48867)
changes botany tip to mention how you can use radium or uranium if 
chemistry is a bitch or you didn't get a chem dispenser and need to 
mutate stuff
2020-01-19 12:11:44 -08:00
actioninja
ff444890a3 . 2019-11-26 04:31:35 -08:00
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
Eaglendia
9b8404d489 Smoking is now rad. [Ready] (#44066)
* Automatic changelog generation for PR #44023 [ci skip]

* You can light a cigarette on the supermatter shard.

* Update tips.txt

* Update supermatter.dm

* Update supermatter.dm

* Clumsy condition

* Update supermatter.dm

Cleaning up that message

* Update supermatter.dm

removing big dummy proc calls
2019-06-01 23:54:45 +02:00
zxaber
3b4a56ddfd Add AI Camera Hotkey tip (#44062) 2019-05-22 15:17:13 -07:00
ShizCalev
68f838f57b Merge pull request #43208 from plapatin/tips.txt
new tips, updated old tips
2019-03-21 23:53:20 -04:00
plapatin
a2102ff916 one more 2019-03-21 10:19:50 -07:00
plapatin
186d3e611a clearing up MORE tips 2019-03-21 10:18:52 -07:00
plapatin
3f3ad36bd2 fixing all the reviews 2019-03-20 07:39:27 -07:00
MrDoomBringer
164dcf2a4d Update strings/tips.txt
Co-Authored-By: plapatin <43917079+plapatin@users.noreply.github.com>
2019-03-19 17:55:59 -07:00
plapatin
52b18d3487 new tips, updated old tips 2019-03-19 16:33:57 -07:00
oranges
2cb1296d59 Removes revolutions
tip that wasn't accurate.

Revolutionary is more about who you convert (both in a meta sense of robust people) and their job accesses.
2019-01-23 19:06:41 +13:00
Tlaltecuhtli
d64fc2634f updates tips (#40719)
cl
grammar: better game tips
/cl
should i remove clock cult references? like there is no chance of it being brought back
2018-10-17 23:21:23 +13:00
ShizCalev
8a7df8ba45 Makes usage of Nar-Sie consistent (#40029)
cl ShizCalev
spellcheck: Nar-Sie's name has been revised to Nar'Sie.
/cl
2018-09-08 13:31:09 +12:00
Denton
fa53461877 adds more roundstart tips 2018-04-21 23:08:45 +02:00
RandomMarine
23836fb64d Adds/changes some tips. (#37037)
tips changes
2018-04-11 16:48:50 +12:00
81Denton
9b2bdde688 Updates a bunch of tips and adds new ones (#36422)
* so this is what being an archaeologist feels like

* just like in one of my chinese cartoons

* borg reset wire, thanks to davethewave

* even more tips

* fixes grab tip
2018-03-17 15:17:50 +02:00
YPOQ
6480a4b4e2 Updates some old tips (#36009)
* Corrects some out-of-date tips

* Update tips.txt
2018-03-02 13:57:20 +13:00
MoreRobustThanYou
b88dbd301a Adds useful sec officer tips (#34423)
* Adds a useful sec officer tip

* ok done

* Update tips.txt

* Update tips.txt
2018-01-18 17:48:49 -05:00
Ashe Higgs
b89370c050 Adds some new tips for fighting the clockcult (#34406)
* Adds some new tips for fighting the clockcult

* Update tips.txt
2018-01-15 15:34:08 -05:00
Xhuis
eb89f62f15 Updates the clockcult tips 2017-10-30 12:38:29 -04:00
francinum
84c47a1022 Removes outdated tips 2017-10-25 23:42:36 -05:00
francinum
04fe505043 Removed an outdated tip referring to construction permits 2017-10-16 12:49:23 -05:00
Dax Dupont
805c1a8116 Removes references to gangs from tips 2017-09-29 00:33:58 +02:00
ShizCalev
d71efa0859 Cleans up showcase & plaque varedits, updated loyalty implant references (#30698)
* Cleans up showcase varedits

* drop_location for oldpods

* Plaques + more loyalty implant references
2017-09-14 12:14:52 -04:00
Joan Lung
eda1a04b7f Clockcult combat changes (#29326)
* Clockcult combat changes

* boom

* nah, less

* text changes

* compile

* more compile
2017-07-28 20:45:36 -03:00
Joan Lung
8962ae5498 Unwrenching clockwork structures no longer damages them 2017-07-15 17:49:09 -04:00
Joan Lung
977e72c148 Removes Soul Vessel, Cogscarab, and Anima Fragment Scriptures 2017-07-13 10:58:17 -04:00
Robustin
b409a52d42 Blood Cult Nerf: Restricted Nar-Sie summoning locations (#28137)
* Restricted Blood Cult Summoning

* fixed warning
2017-06-08 07:28:40 -04:00
Joan Lung
5884071627 Renames Clockwork Proselytizers to Replica Fabricators (#28062) 2017-06-05 14:52:31 -03:00
Cyberboss
ad080c43f1 Cleans up librarian stuff (#26862) 2017-05-03 21:06:12 -05:00
Cyberboss
abf59e153f Moves tips from config to strings tree (#26722)
* Moves tips and deadmin names from config to strings tree

* Just the tip
2017-05-01 10:51:10 -06:00