Commit Graph

714 Commits

Author SHA1 Message Date
Shadowlight213 04e38f424a Fixes temp gun not starting with a pin (#20094) 2016-08-25 19:06:46 -05:00
Joan Lung 80dab4b752 rely on humans 2016-08-23 15:53:17 -04:00
Joan Lung d955dacefd hit modkits 2016-08-23 15:51:38 -04:00
Joan Lung 54c1d0ef35 MODS MODS MODS GET EM NOW 2016-08-23 15:26:19 -04:00
Joan Lung 7355d91718 Adds a damage AoE KA mod 2016-08-23 10:37:20 -04:00
Leo 4efe1d20b6 Adds an actual bow to the game (#19990)
* Initial bow commit

* Finishes bow.

* Adds a quiver and some other bow stuff

* Fix conflicts

* Dot dot

* Use false instead of !ready_to_fire

* Remove unecessary ifs.
2016-08-23 09:07:17 +12:00
Iamgoofball 5bc7fbd7f0 MCFLT 2016-08-19 12:12:59 -07:00
Iamgoofball 1818f3781c Fixes medigun description 2016-08-19 12:06:49 -07:00
KorPhaeron eb39ca8e6e Kinetic Accelerator Mods (#19942)
* KA Mods

* Better examing

* Removes excess returns

* WHY indeed

* Updates projectiles properly

* Removes or replaces old hyper KA stuff

* Nerfs cooldown mod
2016-08-19 21:04:25 +12:00
Jordie 8d62df91c3 Readds irradiate failure to nuclear gun on EMP (#19915)
* readds irradiate failure to nuclear gun

* adds overlay proc and bases failure chance to 0
2016-08-18 21:13:12 -05:00
Cheridan 926b37a91d Merge pull request #19870 from KorPhaeron/ka_overhaul
Kinetic Accelerator Overhaul [WIP]
2016-08-16 12:26:10 -05:00
KorPhaeron 100275b85f Kinetic Accelerator Overhaul 2016-08-13 18:06:28 -05:00
Shadowlight213 02b39437e4 Adds the security temperature gun. 2016-08-10 22:48:53 -07:00
KorPhaeron 9ee67f942a Projectile Dismemberment and Wizard spellblade (#19783)
* Spellblade

* Plasma cutters and onback sprites

* Cleans up dismemberment projectile code

* Runtime fix
2016-08-11 15:43:29 +12:00
Igors Rjabcevs a88da69f66 Prevent minigun from freezing Garbage Collector if it's spawned by itself; (#19666)
Also actually prevents minigun from firing if it's overheater;
2016-08-03 00:34:15 -05:00
MMMiracles 23bf156fb0 Mjor: Creator of Original Assets (#19410)
🆑 MMMiracles
add: A giant wad of paper has been seen hurling through the nearby sector of SS13, officials deny existence of giant paper ball hurling through space because 'thats really fucking stupid'.
/🆑

Mjor the Creative, a wizard with the taste for the arts, has used his magical craft to form a home made of papier-mâché hurling through space because hes a wizard he can do whatever the fuck he wants. He uses his 'artistic' skill to conjure up minions to assist him when nosy people try to steal his priceless art.

He has two abilities he can use during a fight, one will summon copies of himself as mimics. Attacking a mimic does 50 brute to everyone around him and attacking him destroys all active mimics. The other ability lets him summon his crudely-drawn creations, bringing them to life to fight for him.

Killing him gives you access to his papier-mâché robe, a special collector's edition paper, and his priceless range of artwork. What more could you ask for?

The wizard's robe, when equipped, will allow the wearer to summon their own stickman allies. They are only loyal to who summoned them and will attack everything else. Ability has a cooldown between each use.

Boss code credit majority to @RemieRichards as it is a modified version of what she wrote up a couple months ago for one of my unfinished away missions.
2016-07-22 11:01:07 +12:00
oranges 7283bd938f Merge pull request #19368 from Firecage/noinvisiblegrenades
Grenades fired from Grenade Launchers are no longer invisible.
2016-07-19 22:56:01 +12:00
Firecage 5381ccfe0a Grenades fired from Grenade Launchers are no longer invisible. 2016-07-18 11:05:04 +02:00
Joan Lung 243374eec6 Fixes some dexterous guardian issues 2016-07-13 11:51:25 -04:00
MMMiracles 4f18303695 hotel changes (#19257)
Fixed locker access. Some slight visual changes to turfs as well as a small theatre-ish stage to the open bar/kitchen area. The front desk now has pamphlets to give to arriving guests as a short description of the place they just teleported to.

Also, all hotel staff now spawn in with mindshield implants (vigorous background checks to ensure any subconscious bloodlust urges are contained), as well as the energy shotgun being given a mindshield pin due to complaints about some people bumrushing the hotel for it.
2016-07-12 10:05:15 +12:00
coiax 3796656340 Adds ammo drops to CTF, fixes reload bug (#19125)
* My bed broke

* Slow healing, nodrop items

* Mark arena as dirty when stopping ctf

* Fixes spooky zombie projectile bug
2016-07-06 07:53:30 -04:00
MMMiracles 69c676617b Making Space Great Again (implying it ever was): Part Uno (#19085)
Adds space ruins. Balance not included.
Simple mob ghosts actually work now.
Puzzle1 ruin removed due to issues with projectiles.
2016-07-05 00:02:42 +12:00
Core0verload e78451796f Mining tweaks, fixes and balance changes (#18697)
Tweaks and QoL changes:
    Kinetic accelerator now supports seclite attachment.
    Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
    Miner's roundstart crowbar now spawns in box instead of backpack.
    Preserved legion core no longer sparks and has a telling desc.

Balance changes:
    All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
    Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
    Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
    Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
    Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.

Fixes:
    Updates miner's corpse and mining wardrobe with new lavaland gear.
    Fixes envy's knife path.
    Fixes wing potion's misguided racism.
    Fixes #18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
2016-06-28 21:58:57 +12:00
oranges 3a7eab6e05 Merge pull request #18729 from coiax/remove-spawn-3
Remove spawn III
2016-06-21 20:11:08 +12:00
Cheridan 4dd56dfbb7 Merge pull request #18738 from pudl/ka-desc
Improves the KA description
2016-06-20 17:12:42 -05:00
pudl f459865be7 Improvements 2016-06-20 05:51:40 -05:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
pudl 5e5fd06207 Improves the KA description 2016-06-19 08:41:00 -05:00
Jack Edge 821b3bc1b3 More spawn removal 2016-06-19 01:50:58 +01:00
Jack Edge 8ca69eabbb Adds DROPDEL flag; items will qdel() on dropped()
Pretty self explanatory, replaces writing a dropped() proc that just
calls qdel() with a flag that does it for you.
2016-06-17 12:14:28 +01:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Sofia Acosta 676d7982aa Buffs the HoS's personal firearm (#18588)
* Buffs the HoS's personal firearm

* Another one
2016-06-15 11:40:05 -05:00
kevinz000 d3f25c53f3 Gravgun Tweaks (#18504)
R&D lathe cost slightly upped
Added new "chaos" mode which randomly tosses shit around ("""randomly""")
NEW INHAND SPRITES ARE IN
FIXED THE BUG THAT LEAD TO INFINITE RECURSION AND CRASHED MC
2016-06-14 12:25:56 +12:00
phil235 dccc1e60a3 Let's not forget the new files.
Also some tiny fixes, typo, and things I forgot.
2016-06-11 23:52:35 +02:00
phil235 3b8af6f5ff Fixes grille/New() not calling ..()
Blood drips icons are now in blood.dmi instead of drip.dmi (which only had the 5 drip sprites).
Moved projectiles, guns, casings and ammo boxes to be in the right files. Please don't put your gun with its projectile, ammo casing and ammo box all the same file.
I split growing.dmi into 5 smaller files so we don't get close to the 512 icon limit again. Each seed has a var to indicate which icon file to use when planted.
Fixes code for heavy pulse laser projectile to be less awful.
2016-06-11 23:18:26 +02:00
oranges 88b0c64b9d Merge pull request #18328 from kevinz000/bugfix1
Multiple Bugfixes
2016-06-10 20:04:07 +12:00
kevinz000 cb907d1ada itworksedition 2016-06-09 18:55:25 -07:00
kevinz000 c4b8dd4bc7 . 2016-06-09 18:53:42 -07:00
nullbear 98ee507de8 Adds noteleport variable
This is mostly a pre-setup for my greater-bag-of-holding stuff.

You can't use bluespace crystals/jaunters/hand teleporters to access bluespace-proofed areas. at the moment, this only applies to shuttles and centcomm.

Teleport beacons placed in bluespace proofed rooms can't be teleported to, except via teleporter station hub.

A little concerned because now 'hijack' antags cant use teleprods to fling everyone out of the shuttle while in transit. q_q could easily just make the shuttle non-bluespace proof though.

Note for mappers: This means you can create ruins that can't be teleported into using bspace crystals by setting the area "noteleport" to 1. This can be used to force players to travel through the ruin the way they're intended to. Or to prevent them from gaining access to areas they shouldnt normally be able to. (ie. the wishgranter ruin)
2016-06-09 20:33:25 +12:00
oranges a08cff21f0 Merge pull request #18345 from TechnoAlchemisto/glass_bottles_don't_break_on_heads_as_easily_as_in_the_movies_I_would_know
Renames and relores loyalty implants to mindshield implants.
2016-06-09 15:39:53 +12:00
Joan Lung 61c2d6aee0 Merge pull request #18279 from GunHog/Mining_Borgs_Need_Love_Too
Mining Cyborg Hyper-Kenetic Accelerator Upgrade
2016-06-07 17:09:39 -04:00
TechnoAlchemist 154982500b God is good. 2016-06-07 04:54:06 -07:00
LatD 25827d6ccb [Ready] Tweaks some R&D levels (#18246)
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
2016-06-07 20:18:19 +12:00
kevinz000 e3d3dc9e2a bugfixes 2016-06-06 19:23:23 -07:00
oranges 0714a272f0 Merge pull request #18237 from coiax/fix-18236
KA now use the timer subsystem
2016-06-07 10:26:05 +12:00
oranges 744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
GunHog 80065468d4 Hyper KA for mining borgies <3
- Mining Cyborgs may now be upgraded with Hyper-Kenetic Accelerators
- Same cost and reqs as human version.
2016-06-05 11:57:39 -05:00
oranges e1055df57f Merge pull request #18235 from coiax/when-it-happens-we-will-know
[s] Makes winning a pulse rifle little more noticable
2016-06-06 01:33:12 +12:00
oranges cc99a4803c Merge pull request #18233 from kevinz000/gravitygunspleaseworkedition
Remake: Gravity guns
2016-06-06 01:19:08 +12:00
phil235 bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00