Melee weapons can now potentially attack from farther away.
Obstacles are taken into account, so you cannot hit people through windows, but you can attack over specific things such as tables, or other people.
Currently only the spear can do this, with a range of two tiles, however the attack speed for the spear was reduced, so it may remain a situational weapon.
The intention for this is to make specific weapons feel different to each other besides 'does more damage', and I got ideas on other kinds of weapon adjustments later to make them feel a bit more unique.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
* Tweaks Xenomorph spitting.
* Swap 'them' for 'the target'. ..Also fixes the mismatched costs.
* Swaps 'them' for 'the target'. Also, in-progress fixing phoron costs of acid.
* Fixes the acid phoron cost. Because Git wasn't playing nice. AAAAAAA.
* Swaps a long line out for a small check.
+Illegal equipment module now scrambled equipment module
+Scrambled equipment module now unlocks emagged borg items without
actually emagging the borg, allowing for AI sync, law updates, and being
emagged.
+Makes the miner borg diamond drill appear in all cases of being
upgraded or emagged instead of only if emagged while the mining module
is equipped.
Changelog includes all my previous PRs as well for ease of access to the
changes by the general public. I can trim it down to just this PR if
requested.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
We define the inventory screen objects for hands to be special in that apply overlays to themselves for handcuffed. By putting that logic on the screen object itself, we allow it to be expanded to other cases besides handcuffs in the future without conflict.
# Conflicts:
# html/changelogs/.all_changelog.yml
# icons/mob/hud.dmi
# maps/polaris-1.dmm
Fake conflicts from a merge error previously. No real conflicts.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager
* Fix atmo_control interface temperature reading
* Adds Multiple Alternative Titles
* Removed Supply Assistant
* Removed Sergeant
* Removed Computer Scientist
* Revert "Revert "Frame Cleanup""
This reverts commit 82722ba42f.
* Changed Supply Officer to Requisitions Officer
* Changed Requisitions Officer to Supply Chief and Removed Courier
* Removed Life Support Technician
* Removed Brig Officer
* Tweaks the lowest level of heat damage to be less insane
* Corrects damage amount for heat_damage_level_1
* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories. The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds. The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%. Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
* Adds Multiple New Clothing Items
* Makes Loincloths only Availiable to Taj and Unathi
* Tweaks the contents of the captain's closet
* Smokables now give an approximation of how much longer they'll burn once lit
* make teshari not bad to play
* Tea Tweaks
- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.
* fixes exception handling runtiming
* Adds missing error handler that made it difficult to debug runtimes.
* Corrects error handling proc
* Adds missing runtime viewer Topic calls.
Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.
* gib population
* Adds the ash() mob proc, preps ninja suit
* Fixes#2352
* Changelog
* alt title
* Rigs now have suit coolers
* Map edit
- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.
* Almost forgot emergency shutters.
* Examine Cigarette Lore
* Fixes Capitalization
* Eliminates colon
* Should clear up the usr issue
* Fixes cryopods of all types not setting occupant correctly.
* updates changelog
* Fixes runtime that occured if someone touched a blast door with an empty hand.
* Fixes check_rights() runtime.
* Adds magboots to ling spacesuits
* Adds Changelog
* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.
* Revert "Adds hub passwordu"
* Makes changeling recursive enhancement a passive power
* Corrects a description
* Adss changelog
* Add files via upload
* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.
* Changes Mining Hardsuit slowdown to 1, from 3
* Widened hallway
* Speeds up arm_guard and leg_guard wearers slightly
* Forgot to use map cleanup tool.
* Adds changelog
* Adds changelog
* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it. They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.
* Github, stop being stupid!
* Tweaks Sec Voidsuit values
* Fixes external airlocks
* Elevator-MMI fix
* Shoveling Snow
* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.
* do_after is more immersive
* Fixes second bug involving inability to change title to station admin.
* Adds more unathi hair and facial options
* Adds the changelog
* Retweaks secret player requirements
* Updates changelog
* Fixes sprite not updating to not be floating when leaving non-gravity
* Adds changelog
* Fixes changeling revive not working when you're missing a limb
* Fixes#860
* Adds changelog
* Makes flash confused duration the same length as the flash blurry eyes
* Increases the change of lung rupturing
* Adds vomit as an emote
* Adds changelog
* Removes revolution shuttle delay
* Adds changelog
* Projectile flash rounds will now do the same as a flash when hitting a target
* Adds changelog
* Fixes dna-lockable gun explosion security level
* Drink Container Lore
* Decapitalizes 'Sleeper' Because Why
* Fixes Grammatical/Flow/Sarcasm Errors
* Completes dna lockable guns implementation by adding a dna chip that can be added to guns
* Fixes + forgotten file
* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock
* Adds changelog
* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory
* Adds changelog
* Closes 2 missing spans
* Adds secure briefcase to custom loadout
* Adds changelog
* Headgear Additions, and an Undershirt
* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.
* Fixed Sleeper... Again
* Renames "poncho" slot to "over"
* Speeds Hyperzine metabolism
* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second residential elevator installed. Due to budget cuts the size of the elevators has been reduced.
* Updates changelog
* Sombrero Code
* Fixes#2365
* Adds changelog
* Sleeper is evil.
* no message
* Changelog
* Stops observers from leaving prints on the ground.
No more spooking the mortals, ghosts.
* Allows autotraitor in secret to start with 0 players
* Adds changelog
* Makes diona slightly less slow
* Adds changelog
* Bowling Shirts
* Updates changelog
* Adds a missing description
* Flat Cap Changes and Hair Bow
* Fixed Error
* Adds an in-hand
* Lower Torso cannot be amputated
* Smoke works, adds changelog
* Updates changelog
* Makes Unathi Voidsuits Less Fat
* Medical related fixes
* Fuzzy Cuffs
* Tube Top
* Made Icons for Security Suit Less Gaunt
* Revert "Medical related fixes"
This reverts commit d7c59520e6.
* Just the fix to random med item now
* Fixes Evening Glove Coloring
* HAZMAT Suits
* Changes Unathi sprite slightly
* Tweaks skirt pathing
* Corrects changelog
* Adds changelog
* Construction Voidsuits
* makes people bleed real good
* adderino changeling
* Revert "Revert "Adds hub passwordu""
* Explosive implants should no longer gib on limbs.
* I still have no idea what I am doing.
* Resolves#331
Moves spell HUD so it doesn't cover instability warning.
Makes Instability radiate out towards other humans at sufficently high amounts. People radiating instability will glow purple light. It is adviced to keep your distance or you will get instability as well.
Mark can no longer be cast on the admin z-level.
Adds Gambit, a spell which will randomly give you (almost) any spell that exists.
Shield now causes a bit of instability when blocking.
Recall will bring anyone who is grabbed along for the ride when cast.
Disposable Teleporters now function correctly.
Instability decays faster.