Commit Graph

1882 Commits

Author SHA1 Message Date
Gandalf
b297185e64 Merge pull request #125 from Skyrat-SS13/upstream-merge-52545
[MIRROR] Secret Sauce Fix Episode Two
2020-07-30 00:37:27 +01:00
AnturK
1f54de378e Secret Sauce Fix Episode Two (#52545) 2020-07-29 09:10:10 -04:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
SkyratBot
2afc8586e6 Add check timer sources debug command (#108)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-07-28 19:10:17 +01:00
Rohesie
903f2d7450 Reference tracking (#52403)
* ref tracking

* legacy

* legacy procs

* fixes

* tweaks

* clarity comments

* wth
2020-07-28 05:56:57 -04:00
Azarak
7a72e015a0 Merge branch 'master' into upstream-merge-52405 2020-07-26 04:12:51 +02:00
Azarak
63b3d2f2e7 Merge pull request #71 from Skyrat-SS13/upstream-merge-52435
[MIRROR] Fixes secret sauce resetting too often and adds some logging.
2020-07-26 02:51:46 +02:00
Azarak
02295b5ffe Merge pull request #67 from Skyrat-SS13/upstream-merge-52425
[MIRROR] Adds Runechat Subsystem - Deprecates Use of Timers for Runechat
2020-07-26 02:49:00 +02:00
Azarak
eb54d77a89 Merge branch 'master' into upstream-merge-52405 2020-07-26 02:46:58 +02:00
Azarak
c61fc99205 Merge pull request #56 from Skyrat-SS13/upstream-merge-51558
[MIRROR] [READY] Swarmer Rework
2020-07-26 01:59:38 +02:00
Rohesie
ddb14627c4 Ups the timer SS priority 2020-07-25 19:42:26 -04:00
Azarak
9d5c527e9b Merge pull request #53 from Skyrat-SS13/upstream-merge-51786
[MIRROR] [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping
2020-07-26 01:12:23 +02:00
skoglol
4bf19c1a6e Merge pull request #52435 from AnturK/notsosecret
Fixes secret sauce resetting too often and adds some logging.
2020-07-25 13:23:26 -04:00
Bobbahbrown
942520472f Adds Runechat Subsystem - Deprecates Use of Timers for Runechat (#52425)
* first pass

* one wacky dot

* documentation

* we're the garbage man now

* doc update

* couple of bugs never hurt nobody
2020-07-25 09:57:49 -04:00
IndieanaJones
1ceffcefb0 [READY] Swarmer Rework (#51558)
* Move swarmer.dm to the hostile simple mob folder, make changes

* Move swarmer event file to events, make changes

* Update Resource Pricing on Swarmer HUD

* Update traumas.dm

* Update parts.dm to remove deactivated swarmers

* Remove the Swarmer Drone Dispenser

* Remove swarmer.dm from the antagonist file

* Move the swarmer event to the events file

* Add a proper swarmer antagonist file

* Load proper files

* Various Fixes, Implement ATH's Rapid Consumption

* Utilize the Nightmare's Light Level Check on Xeno Spawns For Swarmers, Hopefully Filters Out Bad Spawns

* Update The Pricing In The Descriptions

* Get Rid of That Random Backslash

* Use the Proper Damage Proc for Cyborgs

* Fix the Bug Shiz pointed out

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>

* Fix the Swarmer Antagonist File

* Fix the traumas issue

* Update traumas.dm

* Update code/modules/events/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Upload Swarmers Folder

* Remove the swarmer file from the hostile folder

* Update the swarmer megafauna to work with changes

* Load the seperated swarmer files

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Catch-22 Variable

* Update code/modules/events/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Fix all the references in the swarmer megafauna file

* Fix method names in the swarmer mob file

* Fix method names in swarmer_act.dm

* Fix Method Names in swarmer hud file

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Fix the naming issues to let it compile

* Change the Things Rohsie Wanted Changed

* Change CLRF Back To LF

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-24 02:57:06 -04:00
Ryll Ryll
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
Dennok
f77913798e add_vis_overlay always return overlay (#52393)
* add_vis_overlay always return overlay

* return overlay
2020-07-23 22:16:48 -04:00
Tad Hardesty
a01e28784d Remove redundant max_threads value (#52317) 2020-07-22 04:30:24 -04:00
skoglol
7d547dbf9a Fixes npcpool runtime (#52347)
* Fixes npcpool runtime

* Adds comment

* added warnings for real this time
2020-07-21 19:55:25 +02:00
AnturK
4e1f0c9664 Smoothing cleanup, variables moved, atom movable three Destroy() merged into one (#51878)
* smooth

* derp

* parent call order

* defined

* merge stuff

* tab

* merge conflicts

* call parent first
2020-07-21 19:28:06 +02:00
RaveRadbury
11fda03cc4 Insect phobia (#52261)
* Add insect phobia

applies to moths, flies, and cockroaches

* Adds bee content
2020-07-20 18:27:55 -03:00
skoglol
ecae391aa8 Fixes moth week dates (#52353)
* Fixes moth week dates

* Fixes week number function

* first day of month proc, fixes moth week properly
2020-07-20 16:35:13 -03:00
ShizCalev
daee56e486 Update Discord URL to the new one (#52299)
Replace `discordapp.com` with `discord.com`.
2020-07-19 10:10:36 -07:00
ArcaneMusic
72b7c738af Arconomy 1.0: Final Stage Capitalism (#52007)
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts

* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO

* End of day... 2? 3? lockdown has ruined me

* Day 3. I cannot unto bogdanoff. Send help.

* So far so good.

* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.

* We'll throw the technodes and mapchanges in too.

* Okay lets keep this a friendly debug item then

* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.

* Newscaster updates.

* TGUI Rebuild 1 start counting fokes

* Runtime BEGONE FROM ME, fckn typepaths

* Cleans up autodocs, and other areas

* Updates tgui because I feel nothing anymore

* Recompiling tgui for that green check

* dunks the whole mint out of the code, get that hothead outta here.

* Green checkmark daily update.

* Should be decent from here.

* Resolves machine_design conflict

* Rebuilds TGUI again for the epic pogs

* Sweeping changes 2: See additional changelog

* Haunting insurance plus changes the define comment.

* Rounded vending prices, made bounties appear on examine, polish

* Atmos tanks now specify their mole requirements.

* TGUI 4.0 Updated.

* ACTUALLY updates to TGUI 4.0 standards.

* ThE bUiLd DiFfErS fRoM oUrS

* Ah, I didn't see the testmerge get re-upped.

* TGUI Rebuild.

* Shuffles some security-assistant bounties around
2020-07-19 13:44:25 +02:00
Aleksej Komarov
47b6c62078 tgui 4.0: Reduced Logging (#52280) 2020-07-16 20:18:27 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
Rohesie
1f149b7023 Fixes a throwing-related hard delete source (#52237)
* hard del

* runtime

* more throw_impact possible qdeleting

* merge solving
2020-07-17 00:53:59 +08:00
L
2e7c68dd6e derp 2020-07-16 11:14:05 -03:00
L
52bf8a66f9 smooth 2020-07-16 11:14:05 -03:00
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
ShizCalev
254536072e [s] sanity checks vv_edit_var() values (#52255)
cl ShizCalev
fix: Added some sanity checking for varedit values.
/cl
* sanity checks vv_edit_var() values

* this should be an or

* one more fix
2020-07-16 10:20:41 +12:00
Jordie
04cbe7c714 Fixes sql error caused by no achievement changes (#52239)
Co-authored-by: Jordie0608 <=>
2020-07-15 10:33:41 -04:00
skoglol
217e070cf4 Merge pull request #52148 from Fikou/patch-38
makes techweb income a define
2020-07-12 11:34:37 +02:00
Fikou
8b3efd349a makes techweb income a define 2020-07-10 21:20:20 +02:00
Jordie0608
fb119b1e22 adds arguments listing to query error logging 2020-07-10 04:41:29 +10:00
skoglol
fd19aceb8b Merge pull request #52048 from Tlaltecuhtli/shutte-doors
votes now play a sound when they get started
2020-07-08 17:17:35 +02:00
Tlaltecuhtli
a38162a8bc new noise 2020-07-08 13:52:17 +02:00
Tlaltecuhtli
0515b7be84 tooggle 2020-07-06 16:18:12 +02:00
skoglol
eca1ebad92 Removes BoxStation in favor of IceBox 2020-07-06 15:03:07 +02:00
Tlaltecuhtli
11eba5bf94 1 2020-07-06 14:03:38 +02:00
Fox McCloud
42dec900da Fixes Wrong Garbage Controller Timeouts (#51890)
Noticed this tonight.

There was once 3 collection timeouts when there was the pre-queue; now there's only 2, but there's still 3 timeout levels.

The unintended impacts of this are...well, a LOT of false positives.

Needless to say, unless something garbage collected INSTANTANEOUSLY, it would be marked as a failure.

Likewise, it meant queued hard deletes had to wait a full 2 minutes before they were actually hard deleted instead of just 10 seconds (Oh dear, who knows what problems that's been causing!)

This should all be fixed now.

Less time wasted on false positive GC failures and more time spent on hunting down actual failures.
2020-06-29 19:23:34 +12:00
silicons
5413ed0f7d Anomaly Core Production (but I actually finish it this time) (#51432)
Remake of #50528
About The Pull Request

https://hackmd.io/@tgstation/r1tzxpwPL

Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)

Finish the explosive/implosion compressor attackby and implosion procs

Map in the implosion compressor

    Map in the roundstart 2 cores each type for science

Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.

The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.

Props to @ArcaneMusic for the machine sprite!

Why It's Good For The Game

image

Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).

Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog

🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
2020-06-28 23:56:40 +12:00
Jordan Brown
f3740cdc73 Allow multiple tagged tgs4 chat channels with "," (#51855) 2020-06-27 10:24:13 -07:00
AnturK
a6c22323d7 Fixes name santization in few places. (#51837)
* Fixes name santization in few places.

* Update code/__HELPERS/text.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-06-25 17:48:54 -04:00
spookydonut
88d1d36aef Removes some var/const that should be defines (#51461)
* Removes some var/const that should be defines

* change requests

* change requests
2020-06-25 03:00:09 -04:00
Jordan Brown
c89d7b188d Fix Docker Build (#51781)
* Change BYOND version to 513.1526

* Remove BSQL from docker image

* Add a docker publish action

* Add a docker test action

* Cleanup runtime icons

* Cleanup runtime sounds

* Correct docker workflow names

* Add Dockerfile as an appveyor cache dependency

* Fix build issues

* Copy all dlls

* No need for .dlls in docker

* Minor cleanups
2020-06-22 16:49:07 +02:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Iamgoofball
f7503c0727 Fixes the nuke lagging the end of the round. (#51647) 2020-06-18 09:00:36 +12:00
AnturK
eaaa06fdbf Fixes multi-target to chat for mobs. (#51667) 2020-06-16 06:13:40 -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