Commit Graph

37 Commits

Author SHA1 Message Date
Cael_Aislinn
d7bd58b8f3 roach remains have a bit more substance now
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-05 21:47:03 +10:00
Cael_Aislinn
46a450069e - simple_animals can't open doors by default
- alien larvae, mice can hide under mobs
- roaches, mice can hide under various objects
- various tweaks, including flavour and existing mechanics
- fix for ghosts not being able to spawn as mice
- added move delay of half a second to simple_animals (about the same as human walkspeed?)
- simple_animals, when talking, can only understand each other (and mobs with universal_speak)

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 15:47:56 +10:00
Cael_Aislinn
7401f53d75 tweaks to vermin spawning
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 03:41:59 +10:00
Cael_Aislinn
1f0d8d7db0 modified the changelog, and made roaches die on bump()
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 21:56:26 +10:00
Cael_Aislinn
7ae269f38f some tweaks to mice and roaches, tried to get the gameticker to periodically spawn them but failed (will come back to)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 04:56:48 +10:00
Cael_Aislinn
469a8bb601 ported over the majority of /tg's simple_animal code and changed a lot of things for simple_animals and critters
- added bears, mice (cats will chase mice, mice squeak occasionally)
- removed some unique simple_animals (ian and runtime will be the only ones for now)
- structure improvements, tweaks and cleanup for simple_animals and critters
- space carp should work fine now
2012-08-02 03:22:44 +10:00
SkyMarshal
2a1404faac More rigidly defined ZAS zone structures, so that connections work without flaw and rebuilding a zone will always produce the same shape. Also readded spess carp and fixed a compilation error. 2012-07-20 12:35:42 -07:00
Erthilo
13aa7558a6 TG: Fixes a pesky compile error in my last commit.
Revision: r3756
Author: 	 vageyenaman
2012-06-23 15:10:49 +01:00
Mloc
fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +01:00
Erthilo
026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
Adds BS12 dismemberment.  Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night.  For some reason.
Adds an afterattack to mobs that can be used.  (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00
Erthilo
fd5a4dcec3 TG: -New sprites for lemons, oranges, and walking mushroom critters.
-Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride,
ethanol, and radium.
-Added Invisty's new blob sprites.
Revision: r3522
Author: 	 d_h2...@yahoo.com
2012-05-06 19:05:58 +01:00
SkyMarshal
0fb985e2f9 Fucking Spess Carps 2012-05-04 13:23:42 -07:00
cib
0d97f6c327 Replaced the critter AI recursion with a proper loop, this seems to have fixed profiling. 2012-05-04 08:25:31 -07:00
Ren Erthilo
7707b3d6bd TG: Chaplains are no longer immune to cult magic. Instead, a new item, the null rod,
spawns in the chaplains office. Having the rod on your person will make you
immune to cult magic.

Runes are now dispelled with the null rod, not the bible.

Chaplains can no longer self heal with the bible.

Simple animals can now attack mechas and critters

Constructs no longer take extra damage from bibles.

Fueltanks now explode when shot by lasers or bullets.
Revision: r3125
Author: 	 kortgstation
2012-04-23 19:28:05 +01:00
CIB
a4a6ae387f Bugfix related to issue #854: Critter AI now uses the actual config.health_threshold_crit setting, rather than assuming a hardcoded value of 0. 2012-04-22 04:25:38 -07:00
CIB
1c70b62071 Reduced critters to half of what /tg/ has again. 2012-04-16 18:10:09 +03:00
Ren Erthilo
d03a411571 TG: Some work on critters. Added a new critter type: the VISCERATORS.
(http://dl.dropbox.com/u/10657252/SS13/Manhacks.PNG) Includes a small new audio
file. They'll probably be created with a traitor item or a box-o-hacks in the
armory.
Revision: r2932
Author: 	 vageyenaman
2012-04-15 16:25:45 +01:00
misterfox
12c3112d21 Chaplain has a regular bible instead of one filled with space cash and booze.
(non-working) Code included for slashing messages/sounds to replace punching for the Tajaran. Unable to make work yet.
Tajaran have universal_speak to 1 by default now.
Tajaran are able to see in the dark now.
2012-03-15 14:44:52 -04:00
cib
d21de6271c Space carp and other critter balancing.
They're less likely to attack and move slower now.
2012-02-12 11:48:15 +01:00
uporotiy
ab396f50ac TG update: Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 23:39:45 +02:00
vageyenaman@gmail.com
75c7670e75 TG update: Small changes and bugfixes:
◦ Metroids can now be observed by ghosts.
   ◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
   ◦ Captain announcements now require the player to be next to the console. (Issue 220)
   ◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
   ◦ Some other insignificant back-end shenanigans.
   ◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
   ◦ Gave some critters, namely "creature" and "blob" some attack sounds.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-24 22:15:22 +02:00
rockdtben
1de1be054d Implemented more getters/setters for damage system. 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 13:33:18 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
vageyenaman@gmail.com
ffd6cc4f31 Bugfix: Wizards will now longer spray or shoot themselves with whatever they're holding when they cast spells.
Changes: 
     ◦ Vanilla mulebots move slightly faster, hacked mulebots will move even faster!
     
     ◦ Changed the description of carp. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2314 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 07:34:16 +00:00
mport2004@gmail.com
1fa2d19cfb Bit of blob work.
Moved the radio defines into the actual radio code files.
Fixed a few runtimes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2229 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-19 10:06:55 +00:00
vageyenaman@gmail.com
fe39beda72 Modified miscellaneous chem recipes.
Changed up some critter code a bit, fixing some oddities and inconsistencies.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2215 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 01:36:22 +00:00
vageyenaman@gmail.com
b16a48067e I have bettered some grammars collectively with critter code, please thank me.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2206 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-16 00:18:56 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
vageyenaman@gmail.com
430d536b3f Critters:
Made carp actually hurt humans. Also, they can now    sometimes knock you down when they attack you. Additionally, I added some new variables dictating attack speed and sound associated with attacking for critters. Carp now make bitey noises, rejoice!

I also fixed some other miscallenous bugs with metroids attacking stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2196 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 02:58:30 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
mport2004@gmail.com
6c90edd6f6 Moved the space suits into the clothing module section, will do more later.
Forgot to add the bioprotection to the actual radiation suits.
Bedsheets actually use the bedsheet item icon now.
Tracking implant ID's work again.
Certain Critters can be harvested by the chef's knives for meat.
Renamed a few critter files.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-28 07:05:06 +00:00
mport2004@gmail.com
c9bb9c2e5f Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 07:41:37 +00:00
mport2004@gmail.com
3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00