Merge remote-tracking branch 'refs/remotes/PolarisSS13/master' into medicine

This commit is contained in:
Spades
2016-09-03 14:01:43 -04:00
35 changed files with 134 additions and 181 deletions
+17 -1
View File
@@ -67,4 +67,20 @@
/datum/category_item/underwear/undershirt/shirt_blue_striped
name = "Shirt, blue stripes"
icon_state = "shirt_stripes_s"
icon_state = "shirt_stripes_s"
/datum/category_item/underwear/undershirt/bowling
name = "Bowling Shirt, Red"
icon_state = "bowling"
/datum/category_item/underwear/undershirt/bowlingp
name = "Bowling Shirt, Pink"
icon_state = "bowlingp"
/datum/category_item/underwear/undershirt/bowlinga
name = "Bowling Shirt, Aqua"
icon_state = "bowlinga"
/datum/category_item/underwear/undershirt/bowlingw
name = "Bowling Shirt, White"
icon_state = "bowlingw"
@@ -1,14 +1,19 @@
//This is a generic proc that should be called by other ling armor procs to equip them.
/mob/proc/changeling_generic_armor(var/armor_type, var/helmet_type, var/boot_type)
var/datum/changeling/changeling = changeling_power(20,1,100,CONSCIOUS)
if(!changeling)
return
/mob/proc/changeling_generic_armor(var/armor_type, var/helmet_type, var/boot_type, var/chem_cost)
if(!ishuman(src))
return 0
var/mob/living/carbon/human/M = src
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type) || istype(M.shoes, boot_type))
chem_cost = 0
var/datum/changeling/changeling = changeling_power(chem_cost, 1, 100, CONSCIOUS)
if(!changeling)
return
//First, check if we're already wearing the armor, and if so, take it off.
if(istype(M.wear_suit, armor_type) || istype(M.head, helmet_type) || istype(M.shoes, boot_type))
M.visible_message("<span class='warning'>[M] casts off their [M.wear_suit.name]!</span>",
@@ -39,7 +44,7 @@
var/obj/item/clothing/shoes/B = new boot_type(src)
src.equip_to_slot_or_del(B, slot_shoes)
src.mind.changeling.chem_charges -= 20
src.mind.changeling.chem_charges -= chem_cost
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_inv_wear_suit()
M.update_inv_head()
@@ -15,7 +15,6 @@
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/melee/arm_blade/greater))
src << "<span class='notice'>We prepare an extra sharp blade.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
@@ -9,7 +9,7 @@
/mob/proc/changeling_spacesuit()
set category = "Changeling"
set name = "Organic Space Suit (20)"
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling,/obj/item/clothing/head/helmet/space/changeling,/obj/item/clothing/shoes/magboots/changeling))
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling,/obj/item/clothing/head/helmet/space/changeling,/obj/item/clothing/shoes/magboots/changeling, 20))
return 1
return 0
@@ -25,7 +25,7 @@
set category = "Changeling"
set name = "Organic Spacearmor (20)"
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling/armored,/obj/item/clothing/head/helmet/space/changeling/armored,/obj/item/clothing/shoes/magboots/changeling/armored))
if(changeling_generic_armor(/obj/item/clothing/suit/space/changeling/armored,/obj/item/clothing/head/helmet/space/changeling/armored,/obj/item/clothing/shoes/magboots/changeling/armored, 20))
return 1
return 0
@@ -26,7 +26,6 @@
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/electric_hand/efficent))
src << "<span class='notice'>We will shock others more efficently.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
if(changeling_generic_weapon(/obj/item/weapon/electric_hand,0)) //Chemical cost is handled in the equip proc.
@@ -21,7 +21,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 150
src << "<span class='notice'>They will be deprived of sight for longer.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(duration)
T.disabilities &= ~NEARSIGHTED
T.eye_blind = 10
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
range = range + 3
src << "<span class='notice'>We can fire our next sting from five squares away.</span>"
src.mind.changeling.recursive_enhancement = 0
changeling.sting_range = range
src.verbs -= /mob/proc/changeling_boost_range
spawn(5)
@@ -20,7 +20,6 @@
if(src.mind.changeling.recursive_enhancement)
inject_amount = inject_amount * 1.5
src << "<span class='notice'>We inject extra chemicals.</span>"
src.mind.changeling.recursive_enhancement = 0
if(T.reagents)
T.reagents.add_reagent("cryotoxin", inject_amount)
feedback_add_details("changeling_powers","CS")
@@ -19,7 +19,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 100
src << "<span class='notice'>They will be unable to hear for a little longer.</span>"
src.mind.changeling.recursive_enhancement = 0
T << "<span class='danger'>Your ears pop and begin ringing loudly!</span>"
T.sdisabilities |= DEAF
spawn(duration) T.sdisabilities &= ~DEAF
@@ -20,7 +20,6 @@
if(src.mind.changeling.recursive_enhancement)
i = i * 2
src << "<span class='notice'>Our toxin will be extra potent, when it strikes.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(2 MINUTES)
if(T) //We might not exist in two minutes, for whatever reason.
T << "<span class='danger'>You feel a burning sensation flowing through your veins!</span>"
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
effect = effect + 20
src << "<span class='notice'>We make them extremely weak.</span>"
src.mind.changeling.recursive_enhancement = 0
var/health_to_take_away = H.maxHealth * (effect / 100)
H.maxHealth -= health_to_take_away
@@ -31,7 +31,6 @@
if(src.mind.changeling.recursive_enhancement)
src << "<span class='notice'>We feel unstoppable.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(1)
var/i = 30
while(i)
@@ -23,7 +23,6 @@
if(src.mind.changeling.recursive_enhancement)
heal_amount = heal_amount * 2
src << "<span class='notice'>We will heal much faster.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(0)
src << "<span class='notice'>We begin to heal ourselves.</span>"
@@ -32,7 +32,6 @@
if(src.mind.changeling.recursive_enhancement)
heal_amount = heal_amount * 2
src << "<span class='notice'>We will heal much faster.</span>"
src.mind.changeling.recursive_enhancement = 0
for(var/i = 0, i<10,i++)
if(C)
@@ -25,7 +25,6 @@
if(src.mind.changeling.recursive_enhancement)
healing_amount = C.maxHealth
src << "<span class='notice'>We completely heal ourselves.</span>"
src.mind.changeling.recursive_enhancement = 0
spawn(0)
C.adjustBruteLoss(-healing_amount)
C.adjustFireLoss(-healing_amount)
@@ -1,6 +1,6 @@
/datum/power/changeling/recursive_enhancement
name = "Recursive Enhancement"
desc = "We cause our next ability use to have increased or additional effects."
desc = "We cause our abilities to have increased or additional effects."
helptext = "To check the effects for each ability, check the blue text underneath the ability in the evolution menu."
ability_icon_state = "ling_recursive_enhancement"
genomecost = 3
@@ -9,16 +9,16 @@
//Increases macimum chemical storage
/mob/proc/changeling_recursive_enhancement()
set category = "Changeling"
set name = "Recursive Enhancement (10)"
set desc = "Empowers our next ability."
var/datum/changeling/changeling = changeling_power(10,0,100,UNCONSCIOUS)
set name = "Recursive Enhancement"
set desc = "Empowers our abilities."
var/datum/changeling/changeling = changeling_power(0,0,100,UNCONSCIOUS)
if(!changeling)
return 0
if(src.mind.changeling.recursive_enhancement)
src << "<span class='warning'>We have already prepared to enhance our next ability.</span>"
src << "<span class='warning'>We will no longer empower our abilities.</span>"
src.mind.changeling.recursive_enhancement = 0
return 0
src << "<span class='notice'>We empower ourselves. Our next ability will be extra potent.</span>"
src << "<span class='notice'>We empower ourselves. Our abilities will now be extra potent.</span>"
src.mind.changeling.recursive_enhancement = 1
src.mind.changeling.chem_charges -= 10
feedback_add_details("changeling_powers","RE")
return 1
@@ -12,6 +12,8 @@
ling_datum.purchased_powers = list() //Then wipe all the powers we bought.
ling_datum.geneticpoints = ling_datum.max_geneticpoints //Now refund our points to the maximum.
ling_datum.chem_recharge_rate = 0.5 //If glands were bought, revert that upgrade.
src.mind.changeling.recursive_enhancement = 0 //Ensures this is cleared
ling_datum.chem_storage = 50
if(ishuman(src))
var/mob/living/carbon/human/H = src
@@ -40,7 +40,6 @@
if(src.mind.changeling.recursive_enhancement)
range = range * 2
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0
for(var/mob/living/M in range(range, src))
if(iscarbon(M))
@@ -19,7 +19,6 @@
if(src.mind.changeling.recursive_enhancement)
duration = duration + 10
src << "<span class='notice'>They will be unable to cry out in fear for a little longer.</span>"
src.mind.changeling.recursive_enhancement = 0
T.silent += duration
feedback_add_details("changeling_powers","SS")
return 1
@@ -39,7 +39,6 @@
if(src.mind.changeling.recursive_enhancement)
H.invisibility = INVISIBILITY_OBSERVER
src << "<span class='notice'>We are now truly invisible.</span>"
src.mind.changeling.recursive_enhancement = 0
while(H.m_intent == "walk" && H.mind.changeling.cloaked && !H.stat) //This loop will keep going until the player uncloaks.
if(mind.changeling.chem_recharge_rate != 0) //Without this, there is an exploit that can be done, if one buys engorged chem sacks while cloaked.
@@ -251,4 +251,20 @@
/datum/gear/head/sombrero
display_name = "sombrero"
path = /obj/item/clothing/head/sombrero
path = /obj/item/clothing/head/sombrero
/datum/gear/head/flatcapg
display_name = "flat cap"
path = /obj/item/clothing/head/flatcap/grey
/datum/gear/head/flatcapg/New()
..()
gear_tweaks = list(gear_tweak_free_color_choice)
/datum/gear/head/bow
display_name = "hair bow"
path = /obj/item/clothing/head/hairflower/bow
/datum/gear/head/bow/New()
..()
gear_tweaks = list(gear_tweak_free_color_choice)
+11 -1
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@@ -32,6 +32,12 @@
/obj/item/clothing/head/hairflower/orange
icon_state = "hairflower_orange"
/obj/item/clothing/head/hairflower/bow
icon_state = "bow"
name = "hair bow"
desc = "A ribbon tied into a bow with a clip on the back to attach to hair."
item_state_slots = list(slot_r_hand_str = "pill", slot_l_hand_str = "pill")
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
@@ -144,6 +150,10 @@
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
siemens_coefficient = 0.9 //...what?
/obj/item/clothing/head/flatcap/grey
icon_state = "flat_capg"
item_state_slots = list(slot_r_hand_str = "greysoft", slot_l_hand_str = "greysoft")
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
@@ -305,4 +315,4 @@
name = "sombrero"
desc = "A wide-brimmed hat popularly worn in Mexico."
icon_state = "sombrero"
body_parts_covered = 0
body_parts_covered = 0
@@ -589,12 +589,15 @@
if("swag", "stopsway")
src.animate_tail_stop()
if("vomit")
vomit()
return
if ("help")
src << {"blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough,
cry, custom, deathgasp, drool, eyebrow, frown, gasp, giggle, groan, grumble, handshake, hug-(none)/mob, glare-(none)/mob,
grin, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, raise, salute, shake, shiver, shrug,
sigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, tremble, twitch, twitch_s, whimper,
wink, yawn, swish, sway/wag, fastsway/qwag, stopsway/swag"}
src << {"blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, cry, custom, deathgasp, drool, eyebrow, fastsway/qwag,
frown, gasp, giggle, glare-(none)/mob, grin, groan, grumble, handshake, hug-(none)/mob, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom,
raise, salute, shake, shiver, shrug, sigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, stopsway/swag, sway/wag, swish, tremble, twitch,
twitch_s, vomit, whimper, wink, yawn"}
else
src << "\blue Unusable emote '[act]'. Say *help for a list."
+1
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@@ -42,6 +42,7 @@
joint = "hip"
dislocated = -1
gendered_icon = 1
cannot_amputate = 1
organ_rel_size = 30
/obj/item/organ/external/arm
+1
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@@ -2,6 +2,7 @@
name = "DNA Chip Lock"
icon = 'icons/obj/ammo.dmi'
icon_state = "dnalockchip"
desc = "A state of the art technological chip that can be installed in a firearm. It allows the user to store their DNA and lock the gun's use from unwanted users."
w_class = 1
origin_tech = list(TECH_COMBAT = 4, TECH_DATA = 4, TECH_BIO = 4)
@@ -4,6 +4,7 @@
damage = 0
damage_type = BURN
check_armour = "energy"
var/flash_strength = 10
//releases a burst of light on impact or after travelling a distance
@@ -24,6 +25,15 @@
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
M.flash_eyes()
if(ishuman(M))
var/mob/living/carbon/human/H = M
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.confused = max(H.confused, flash_strength + 5)
H.eye_blind = max(H.eye_blind, flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
@@ -35,11 +45,13 @@
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
new /obj/effect/effect/smoke/illumination(T, 5, brightness, brightness, light_colour)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 15
flash_strength = 20
/obj/item/projectile/energy/flash/flare/on_impact(var/atom/A)
light_colour = pick("#e58775", "#ffffff", "#90ff90", "#a09030")
+24
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@@ -53,6 +53,30 @@
-->
<div class="commit sansserif">
<h2 class="date">03 September 2016</h2>
<h3 class="author">Yosh updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Projectile flash rounds will now do the same as a flash when it hits the target. As such, it will blind, confuse and blur the eyes of thw target. Pistol and machine gun rounds last the same length as a flash, shotgun rounds last longer.</li>
<li class="tweak">Changeling recursive enhancement is now a toggleable passive ability, instead of a one-time use active ability.</li>
<li class="rscadd">You can now vomit by using the vomit emote.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Changeling armor and space armor can now be cast off regardless of your stored chemicals.</li>
</ul>
<h2 class="date">02 September 2016</h2>
<h3 class="author">Yosh updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">DNA Lockable guns have been finished. Any gun can be made into a DNA Lockable gun by inserting a DNA Chip Lock. These are not currently available, and are adminspawn only. Please refer to your nearest staffmember/developer to begin discussion for future implementations of this feature.</li>
<li class="rscadd">A new hairstyle has been added named poofy2.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Autotraitor now needs 0 players to start in secret.</li>
<li class="tweak">Diona are now slightly faster!</li>
</ul>
<h2 class="date">01 September 2016</h2>
<h3 class="author">Alberyk updated:</h3>
<ul class="changes bgimages16">
+22
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@@ -2804,3 +2804,25 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
when you have a missing limb.
- tweak: The shuttle during revolution will no longer take forever and a day to
arrive and such.
2016-09-02:
Yosh:
- rscadd: DNA Lockable guns have been finished. Any gun can be made into a DNA Lockable
gun by inserting a DNA Chip Lock. These are not currently available, and are
adminspawn only. Please refer to your nearest staffmember/developer to begin
discussion for future implementations of this feature.
- rscadd: A new hairstyle has been added named poofy2.
Yoshax:
- tweak: Autotraitor now needs 0 players to start in secret.
- tweak: Diona are now slightly faster!
2016-09-03:
Yosh:
- tweak: Projectile flash rounds will now do the same as a flash when it hits the
target. As such, it will blind, confuse and blur the eyes of thw target. Pistol
and machine gun rounds last the same length as a flash, shotgun rounds last
longer.
- tweak: Changeling recursive enhancement is now a toggleable passive ability, instead
of a one-time use active ability.
- rscadd: You can now vomit by using the vomit emote.
Yoshax:
- bugfix: Changeling armor and space armor can now be cast off regardless of your
stored chemicals.
-36
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@@ -1,36 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Yoshax
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- tweak: "Autotraitor now needs 0 players to start in secret."
-36
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@@ -1,36 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Yosh
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "DNA Lockable guns have been finished. Any gun can be made into a DNA Lockable gun by inserting a DNA Chip Lock. These are not currently available, and are adminspawn only. Please refer to your nearest staffmember/developer to begin discussion for future implementations of this feature."
-36
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@@ -1,36 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: N3X15
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- tweak: "Diona are now slightly faster!"
-36
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@@ -1,36 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Yosh
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "A new hairstyle has been added named poofy2."
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