Commit Graph
56 Commits
Author SHA1 Message Date
6a1fc4f5c2 Praise Be and Skkula: The PR (Skkulakin Race 2025) [READY FOR REVIEW] (#30744)
* skulk.dm placeholder for testing purposes

* Made an oopsie, fixed

* Skulk flesh color and language color testing

* Adding working language key, fixed language color

* Changed skulk flesh color, may change it again soon

* Ran tgui, hopefully fixed language color

* Changed skulk language color, hopefully for good this time

* Missed a spot

* Tgui fuckery

* If at first you don't succeed, cry to yourself for a bit then try again

* Tgui makes me violent

* Eyewear no longer save Skkulakin from flashes

* Skulk bones now hurt really bad

* Adds Skulk Sprites, Back Accessories, and other Placeholders

* Desperately trying to get body_accessories to work

* Minor name changes

* Skkulakin now have colorable eyes

* Makes the silk-spinning ability somewhat work, more changes need to be made

* Fixes the Skulks' ability to spin silk, however still needs changes

* Changed Skulks easier bone breaks into a trait

* Skulks (Now with 100% ethically sourced back spines!)

* Gives Skkulakin the Vox clothing sprites (Not counting head, glasses, or masks)

* Added update_spines_layer() for testing and help purposes

* Working on getting Skulk Backspines to change color depending on preset

* Skulk Backspines are now colored the same as your preset up spawning in (Thank you, Qwerty)

* Undefines SILK_NUTRITION_AMOUNT (I made a woopsie)

* Readds a return I may have accidentally removed at some point

* Skkulakin can now chitter

* Silk now be used to craft cloth and has an icon

* TGUI is going to make me do things

* Fixes the Brittle Bones Trait to work with Frail Quirk

* Sprite Fix

* Adds masking helpers

* Made a small woopsie

* I'm genuinely a fucking idiot

* Adds a bunch of new clothing

* Changes some clothing descriptions

* Fixes more placeholders and adds two new outfits

* Made small mistake, fixed

* Temporary change (Will revert soon)

* Reverted previous changes as the event is now over

* New Skulk Clothing, added some to the racial tab in the loadout, and made low-inquis robes orderable from cargo

* Adds High-Inquis Robes into cargo console

* Adds Skkulakin Flag (Orderable From Merch Vendor)

* Made small mistake, fixed it

* Inquisitorial Crate only has Low-Inquisitor clothing again

* Commits all offered suggestions

* Converts spans to defines and sorts out the rest of Skulk clothing (No MODs just yet)

* Gives Skulks the Nian Butt Sprite for now

* Fixes a small error with biosuits

* Fixes small coding error

* Fixes a few mor small coding errors

* Update code/modules/mob/living/carbon/human/appearance.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/modules/economy/merch_items.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Removes 'collective' from outfit_admin.dm

* Basic Pixel-Shifting (Not Yet Complete)

* improve skulk headwear offset

* Revert "improve skulk headwear offset"

This reverts commit 2d93d61699.

* improve skulk headwear offset

* Cleans up some code and fixes ALL hats for Skkulakin

* Lets the AI speak Skkula-Runespeak, fixes Bomber Jackets and Winter Coats, makes Backpacks look better, fixes other small sprite issues

* Let them wear pants

* Update code/modules/mob/language.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Fixes masks and glasses for skkulakin

* Fixes Inquisitor Masks and adds missing Engineering Outfits

* Fixes Explorer Suits and HECK Suit for Skulks

* Fixes a few small issues and resolves some suggested changes

* Rebuilds TGUI

* Fixes Science Jumpsuits & Radsuits

* Fix Skkulakin chef belt disappearance.

* fix string assoc lookups for alists

* Update code/game/objects/structures/mirror.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/species/skulk.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

---------

Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Alfalfa Scout <alfalfascout@proton.me>
2026-01-17 20:54:56 +00:00
AlanandGitHub 81587e2f8b Adjust soft caps, bio hoods, flower crowns, and more to fit monitor heads. (#31173) 2025-12-09 00:05:12 +00:00
4d4627b2c1 add large internals tanks to biosuit suit slot whitelist (#30426)
* add large internals tanks to biosuit suit slot whitelist

The storage slot on the clothing, not the closet thingie you put a MOD suit in.

* code style

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Kenionatus <kenionatus@techie.com>

---------

Signed-off-by: Kenionatus <kenionatus@techie.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
2025-10-01 15:58:51 +00:00
kyunkyunkyunandGitHub 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00
A1-YamegataandGitHub feb8852c95 Bio-suit slowdown reduction (#29075)
* changed bio_suit slowdown from 1 to 0.45

* removed sec's bio_suit slowdown value as it will inherit the same value as regular bio_suit
2025-05-04 02:35:59 +00:00
SchrodingersWolfandGitHub 77c5280cd6 Gotta go fast (#27768) 2025-01-08 21:49:56 +00:00
ChristasmurfandGitHub b165839073 Biosuit resprite (#25004)
* biosuits babeyyy

* minor changes to comments

* lil booties

* suggested change
2024-04-27 00:17:59 +00:00
BiancaWilksonandGitHub bee378f52a Fixes some typos (#22583)
* list time

* just for you qwerty
2023-09-30 08:36:54 -04:00
DGamerLandGitHub 173bfb92f5 Removes bio resist from the code (#21108)
* BIO armor is kill

* some more stuff that uses bio resist

* I did a scuffed merge conflict solve but it works
2023-06-03 09:50:22 +01:00
Henri215andGitHub dc75a748f1 Fixing common spelling mistakes part 3 (#20870)
* Fixing common spelling mistakes part 3

* collectable

* another collectable

* part 3.2

* "</span>."

* A bunch more fixes
2023-04-22 09:44:27 +02:00
EdanandGitHub 1d552ab0e4 Armour Refactor (#18547)
* initial commit

* bullet fix + 100% armour pen

* equivalent armour values

* percentage armour pen

* updates bombing

* adds more defines

* i like armour too much

* review pass 1

* review pass 2

* updates with lavaland elites

* armour penetration value tweaks

* wt550 AP round change
2022-08-01 20:23:49 +01:00
variableundefinedandGitHub fa3fa1dc6a Merge pull request #16579 from FlattestGuitar/armor-defines
Adds defines for damage flags
2021-09-17 22:10:20 -05:00
SabreML 6648d3131f Clothing Organisation V1 2021-08-24 18:37:48 +01:00
00dedfe6a9 Swiftly sanction Sabre's systematic suggestions
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
2021-08-21 12:57:24 +02:00
Mieszko Jedrzejczak 559fa37756 add defines for damage flags 2021-08-20 21:09:21 +02:00
E-MonaRhgandGitHub 6d06dc97a4 Clothing grammar tweaks and the such (#15761)
* Clothing grammar and the such

* Made the PR more \improper and other stuff

* Suggested stuff

* Removed 's where it made sense

There are more most likely
2021-03-30 12:27:55 +01:00
Fox McCloudandGitHub 003a1f7cba Tank Refactor; Breathing Retool (#15371)
* Tank Refactor Breathing Retool

* missed maps and doc

* just in case
2021-01-28 20:57:37 +00:00
Fox McCloudandGitHub 798cf7a8be Removes Fat Sprites (#13430)
* Removes Fat Sprites

* fat vs chubby

* edge case
2020-05-23 03:10:39 -06:00
AffectedArc07andGitHub 04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00
Fox McCloud af92373d33 though-this-world-may-be-broken 2019-09-15 05:53:43 -04:00
Fox McCloud f998cb74ad then-we-shall-reforge-the-armor-from-what-remains 2019-09-10 07:03:05 -04:00
Ionward 67d9ea8dd1 properly uses flags_inv for real hopefully 2019-09-03 15:47:40 -07:00
Ionward f616db4009 formatting and better flag usage 2019-09-03 15:28:26 -07:00
Ionward 546a626396 Implements tailed versions of sprites for lavaland reward hardsuits, biosuits, syndi and void suits, and associated helmets. 2019-09-03 01:13:10 -07:00
Mark van Alphen 90f71f164a Remove unused species_fit and move chameleon file 2019-05-05 20:37:53 +02:00
Ionward 15164c755b Grey sprites! Adds biosuit hoods, bombsuit hoods, the radiation suit hood, three missing uniforms, the missing paramedic EVA suit, adjusts the ushanka, hardhats and jackolantern, the griffin, snowman, and chicken suit heads, the warden/HoS's mask, nudged science goggles and the lit engie hardsuit helmet 1 pixel over, the cueball helmet, cardborg helmet, and both smiling and plain paper sacks. 2018-11-30 14:36:08 -08:00
shazbot194 bf43e13056 Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into Vox_suits 2018-06-13 19:09:32 -08:00
Fox McCloud 8c7b543415 The Great Conflictening 2.0: Removes /obj/item/device 2018-04-25 23:07:35 -04:00
shazbot194 cd595f86e5 Oops, already fixing one merge conflict 2018-04-24 22:34:55 -08:00
shazbot194 916b6193ce Adds more Vox stuff 2018-04-24 22:31:29 -08:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
Sam 2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
uraniummeltdown dd12fbe13a new flags_cover var for clothes, adjust existing flags 2017-03-10 11:33:42 +04:00
Fox-McCloud bde5755916 Implements Fire System 2016-07-29 13:24:09 -04:00
KasparoVy 55b138ff57 kill more conflicts. 2016-07-05 21:48:27 -04:00
Fox-McCloud b57391aba6 Minor Flag Refactor 2016-07-03 23:43:12 -04:00
KasparoVy 8f660f230c killconflicts 2016-07-03 20:23:00 -04:00
KasparoVy d476516f88 Vox-compatibility for Most Suits, Fixes Reactive Armour Icon Update Bug
Also adds hiding tails by-species. Updates captain space-suit helmet hair-hiding code.
Fixes a bug where Reactive Armour's sprite wouldn't update when you turned it on or off.
Adds species-fitting for clothing accessories.
Adds the ability to open and close the Clown Officer and Soldier coats.

Adds Vox sprites for the following suits and accessories:
Unathi robe, unathi mantle, all ERT armour (not the spacesuits), armour vest, reflective armour vest,
Security armour vest, bulletproof armour vest, Detective armour vest, blueshield armour vest, combat armour vest,
laser tag vests, ian shirt, suspenders, waistcoat, vest, first responder jacket, bomber jacket, security bomber jacket,
black suit jacket, blue suit jacket, purple suit jacket, IAA jacket, NT Rep jacket, forensics jackets, overalls,
captain's carapace, Blueshield coat, trenchcoats, pirate and old pirate coats, HoS coat, HoS trenchcoat, Warden's jackets,
leather jacket, all military jackets, all ponchos, hazard vest, brigphys vest, reactive armour, riot/swat armour,
heavy armour, thunderdome armour, all knight armour, all bombsuits, regular and atmos firesuits, all biosuits, webbing,
clown officer coat, clown soldier coat.
2016-07-03 19:39:15 -04:00
Fox-McCloud 17d7f8113d tweaks 2016-07-02 01:45:44 -04:00
Fox-McCloud 1dc331b5a4 TG Armor Rebalance 2016-07-01 18:35:01 -04:00
Fox-McCloud 5069d949bd Ports TG's Tesla Engine 2015-12-24 00:40:20 -05:00
Fox-McCloud a32b31d9b4 Adds Custom Strip Delays 2015-11-06 22:34:55 -05:00
Fox-McCloud 8c67b24506 Code Cleanup 2015-10-17 05:58:37 -04:00
Fox-McCloud 2a1028324c Thickmaterial Flag 2015-02-21 07:26:25 -05:00
DZD b3a0c9a975 Removes TABLEPASS and FPRINT flags
- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
2015-02-10 17:41:37 -05:00
ZuhayrandZomgPonies 43e60ab01e Armalis gear and mob icons, plus sonic cannon.
Added sonic cannon skeleton code.

Noise cannon fire sound, Vox shriek sound.

Added Vox Armalis species.

Swapped vox breath mask over to species_restricted check.

Added Vox Armalis gear.

Added a random shriek effect to Vox and Vox Armalis speech.

Added quickspawn Vox Armalis definition.

Vox shriek sound effect. Thought I committed this earlier.

Added r_hand and l_hand icon_overwrite checks.

More work on Armalis. Added gut() and leap() human procs.

Adding/fixing up the leap() and gut() verbs, and a LEAPING status_flag for human/Bump().

Fixing some missing pixels in the armalis tail.

Almost forgot to whitelist armalis...

Conflicts:
	code/modules/clothing/spacesuits/alien.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	icons/mob/suit.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/gun.dmi
2014-05-14 18:24:01 -04:00
VincentandZomgPonies 7b58cc04b2 Gives mobs a "fall" proc for the transition between falling and standing. This is not for the rotation code, which occurs on both falling and rising.
Adds a variable to hats to determine how likely they are to fall off.  Makes them fall off with the given probability when disarmed (some percentage of the time) or when the character falls.  Space helmets, bio hoods, helmets, radiation helmets, etc, are unlikely to fall off

Conflicts:
	code/game/gamemodes/cult/cult_items.dm
	code/modules/clothing/clothing.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/clothing/head/helmet.dm
	code/modules/clothing/head/jobs.dm
	code/modules/clothing/head/misc.dm
	code/modules/clothing/head/misc_special.dm
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/utility.dm
	code/modules/events/tgevents/holiday/xmas.dm
	code/modules/mob/mob.dm
2014-01-24 00:16:46 -05:00
ZomgPonies a730c96cc0 Fatsuits! 2013-12-18 08:38:54 -05:00
MisterBook fd8d61aa8b New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.

HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.

Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.

Icon adjustments.
2013-06-04 22:41:23 -05:00
baloh.matevz 530c5c804a - Yet another issue that needed fixing resulted in the entire system having to be rewritten. Fixes issue 44, Fixes issue 690.
New defines in setup.dm:

This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)

#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8

#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8

#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4

The speed at which your body temperature raises or falls can be altered with the following defines: 

#define BODYTEMP_AUTORECOVERY_DIVISOR 12 
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6

The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.


Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.

I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:48:49 +00:00