Commit Graph

20 Commits

Author SHA1 Message Date
Atermonera
a45472b446 Update Chat System to use to_chat(src, "") instead of src << "" 2019-11-05 19:22:38 -05:00
Anewbe
89716a13d0 The borg shield now protects them from flashes 2017-09-25 03:35:18 -05:00
Neerti
afd7b15442 Adds the Lost Drone 2017-09-22 01:17:53 -04:00
Cameron653
e158fcd3cc Macro Replacements. (#3574)
* A preface to my madness

Travis failed one of my PR's because I copied old code
that used /red /blue /green.

Because of this, I am going to find and replace every
instance of it that I find.

Also this is a test commit to make sure I'm comitting
to the correct branch.

* /blue /green /red replacements

Dear god.

A slow and painful death from acid is more fun than this.

I wouldn't wish this torture on my worst enemy.
And this is only the beginning

* Replace part 2.

Time to fix the human error.

* Fixes mismatches

* Sets macro count to 220

One above the current number of macros in the code.

* Fixes last of the mismatches.

* Removes spaces, replaces \black

Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen

* Updating macro count again

* More fixes!

* Issues fixed! For real this time!

I swear!

* Fixing all the merge conflict files.
2017-07-19 12:47:23 -05:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
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.
2017-04-18 21:23:59 -04:00
Neerti
2b86af1350 EMP tweaks/fixes
For borgs, EMP no longer results in a stun.  Instead, they are confused, and their HUD becomes static-y for a moment.  Their module items are also forced back into the borg, effectively disarming them.
EMP now drains powercells from current charge instead of max_charge, so two blasts should not empty the cell, for borgs.
Fixed bug where EMP was being applied twice to human mobs, including FBPs, resulting in them literally dying in one hit.
Synthetic organs take much less damage from EMP.
Synthetic external organs also take less damage, but more than their organs.
Bonus: Runtime fix for spawning in as a borg.
2016-02-04 09:51:25 -05:00
mwerezak
ceaa938b89 EMP deals burn instead of brute to silicons, and bypasses robot armour 2015-03-23 02:47:05 -04:00
Walter0o
473a570b23 fixes #5970, prevents bugs in the future
this is not an issue at the moment but will become one should maxHealth ever get changed.
2014-08-13 03:43:30 +02:00
mwerezak
1b33ca943d Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.
2014-06-15 20:25:39 -04:00
Erthilo
f31185e052 Robot Analyzer. Health analyzer for robots. 2013-09-01 00:15:47 +01:00
Zuhayr
71f36969b8 Robot health buffs, addition of armour component. 2013-07-13 04:33:48 -07:00
Zuhayr
349851313e Typo. 2013-07-05 23:34:44 -07:00
Zuhayr
aeec95b350 Robot immortality fixes. 2013-07-05 23:31:27 -07:00
cib
f10c08253f Fixed two bugs with robot components.
1. They could be broken but still powered.
2. Melee damage didn't work at all.
2013-07-05 13:43:11 +02:00
Zuhayr
a8ea0a3fd4 Bot shield not working against melee fix. 2013-07-04 23:23:22 -07:00
cib
0eb1b2d12c Implemented updatehealth() for robots
Fixes a bug of them never dying.
2013-07-04 09:46:47 +02:00
Zuhayr
cf4248b9c9 Combat cyborg module shields and mobility. 2013-07-02 01:39:22 -07:00
Zuhayr
bd864f6dc0 Fixes #3204 2013-06-29 21:12:41 -07:00
cib
3aa3da29be A few fixes to robot organs.
- Forgot .dme
- Made sure repairs and damage only work on installed modules.
- Removed is_functioning() because it was a silly proc to have.
2013-06-22 21:41:41 +02:00
cib
b58326c8fa Implemented robot components(organs)
Features:
- You now have to open up a cyborg after constructing it and insert all the components
- Cyborgs have per-component damage rather than total damage.
- Too much damage can fry a component, making it non-functional
- Components consume power
- You can disable a component to save power
- Actuator component allows you to move
- Camera component allows you to see
- Comms component allows you to use :b
- Radio component allows you to use radio
- The same placeholder icon for all components
2013-06-22 07:11:02 +02:00