Commit Graph

1417 Commits

Author SHA1 Message Date
ZomgPonies
01fd39efb6 Xeno gamemode bugfix 2014-03-01 02:45:52 -05:00
ZomgPonies
d0ba2cd0e3 Efficiency: Joblist 2014-03-01 00:41:18 -05:00
MrPerson
5bb608e56e Redo of jitteriness and dizziness.
Fixes #2923

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_defines.dm
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-28 22:21:33 -05:00
d3athrow
196ac24af2 Fix Malfunction picking an AI who doesn't have BE_MALF toggled on 2014-02-28 19:58:34 -05:00
Rob Nelson
1a2adaaadb Make good/bad mutations dynamically assigned.
Conflicts:
	code/game/dna/dna2_helpers.dm
2014-02-28 19:56:52 -05:00
Rob Nelson
5a313e0c07 Rework ragin' mages ghost selection.
Conflicts:
	compare_report.txt
2014-02-28 19:47:11 -05:00
d3athrow
1e95f6e641 Ragin mages
Conflicts:
	config-example/config.txt
2014-02-28 19:45:02 -05:00
Rob Nelson
94778f937d Update blob.
Conflicts:
	code/game/gamemodes/blob/overmind.dm
2014-02-28 19:44:20 -05:00
Rob Nelson
f9aa992e55 Get rid of STUTTERBLOCK since it duplicates nervousness. 2014-02-28 19:11:13 -05:00
ZomgPonies
f7f599b431 Xenos fixes 2014-02-28 18:54:54 -05:00
Aryn
5b2f811b71 Lighting system is too buggy to continue until I know wtf is going on
Conflicts:
	baystation12.dme
	code/game/turfs/turf.dm
2014-02-28 17:47:50 -05:00
ZomgPonies
95cbd2478b Xeno mode fixes 2014-02-28 17:37:19 -05:00
ZomgPonies
1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
ZomgPonies
60abc446db Merge pull request #158 from SamCroswell/master
/TG/ Card Port
2014-02-15 12:39:49 -05:00
Ccomp5950
bf94d31642 RP-revconvert bugfix
Now only humans that are logged in, alive, and not already a revolutionary (no special_role) show up in the list.
Instead of EVERY mob type (simple_animals, borgs, etc.)
2014-02-14 14:34:49 +01:00
Zuhayr
5ada6ea4cc Changed world loop to all_objective loop in cryopod check. Added all_objective add/remove procs to datum/objective.
Conflicts:
	code/game/machinery/cryopod.dm
2014-02-14 14:19:35 +01:00
SamCroswell
3634ff942b /TG/ Cards Ported, new card deck added 2014-02-11 23:22:30 -05:00
Fox-McCloud
963dbaee6b Re-implementation
Makes the AI's voice more "AI"-like, adds a title screen, enables end of
the round sound-byte quips, and enables two additional songs during
pre-game
2014-02-08 23:47:06 -05:00
Fox-McCloud
d4329e4815 Enemy Communication Intercepted...
security level elevated.
2014-02-08 02:22:47 -05:00
ZomgPonies
05feddb2db Merge pull request #146 from SamCroswell/master
Ported 'Add Reagents' Verb for VV from /TG/
2014-02-06 03:23:17 -05:00
SamCroswell
7442282b08 Ninja and DS Mass Driver fixes 2014-02-05 23:02:44 -05:00
Rob Nelson
30e305f7e9 Fix AIs getting die glorious death.
Conflicts:
	code/game/gamemodes/traitor/traitor.dm
2014-02-04 03:12:10 -05:00
ZomgPonies
d7194e7ca0 Merge pull request #143 from SamCroswell/master
Ninja HUD/Messneger Update
2014-02-01 16:48:45 -08:00
SamCroswell
3b515d1899 Ninja HUD Implemented, Thanks Wisewill! 2014-02-01 19:36:00 -05:00
ZomgPonies
05149946d6 Remove borken RPD 2014-02-01 04:30:17 -05:00
SamCroswell
c7ccf3a0e1 (Untested) Ninja PDA code
I'll test this later, but I had to push it out ASAP, gonna reformat very
soon.
2014-01-31 17:24:11 -05:00
alex-gh
f6b16135f9 Added biomass random event 2014-01-31 18:14:26 +01:00
ZomgPonies
88ee7313b5 Merge pull request #139 from SamCroswell/master
Additional Select Equiptment Option, More Areas
2014-01-30 23:46:47 -08:00
SamCroswell
0e20cec0d4 Various Map / Ninja Fixes 2014-01-30 23:39:14 -05:00
Rob Nelson
c3b021e246 Added a garbage collector implementation based on rumors from Goon and proc references in released gooncode.
And holy shit it's fast

Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/pipes.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/rechargestation.dm
	code/game/objects/structures/crates_lockers/crates.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mining/mine_turfs.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/cable.dm
	html/changelog.html
2014-01-29 23:45:21 -05:00
Rob Nelson
593cae8ca7 Add more genetics debugging. 2014-01-28 23:34:48 -05:00
ZomgPonies
6dfa08040c Merge pull request #131 from SamCroswell/master
More C4 suicide phrases. For no Raisin.
2014-01-28 20:15:26 -08:00
SamCroswell
71b7d85937 toggle_space_ninja now defaults to ON 2014-01-28 15:13:12 -05:00
SamCroswell
673948a003 Preparing Ninjas to be implemented
Tweaks and fixes, as well as the removal of some of my unfinished works,
to Ninja so in preparation for their implementation. Also a few Telesci
fixes.
2014-01-28 12:38:00 -05:00
Rob Nelson
559700a58b Added a bunch of new goon powers.
Conflicts:
	code/modules/mob/living/carbon/human/emote.dm
2014-01-26 14:48:33 -05:00
ZomgPonies
85de812986 Blob zombie fix 2014-01-25 18:58:49 -05:00
Incoming
1ad02af888 Blob Zombies!
Blob spores that pass over the dead will now couple with the corpses to create blob zombies that are stronger and more resiliant than the spore alone. Should the blob zombie fall the original corpse is recovered and just as cloneable as it was before infection. These are simple animals not under the control of anyone.

Blob zombies will occur automatically if a blob finds a corpse under it and it's not already a zombie. Blob zombies have a base 80 health (normal blobs have 40) and gain additional health if the host body is wearing armor. They don't however actually gain the normal benefits of wearing the armor.

Blob zombies attack for 10 to 15 damage per strike, as opposed to the paltry 2 to 4 a hostless spore does.

Why this is good for the overmind:
The overmind cannot directly command the creation of zombies but can rally spores to a corpse's location to largely assure it will happen by itself. Blob zombies still follow rally spore commands and still count towards a factory blobs spore limit. As previously shown they're far more robust than spores and also deny the crew the ability to clone the victim until the zombie is defeated.

Why this is good for the crew:
Remember when the warden kamakazied the blob at the start of the round only to be engulfed and killed with the entire armory in his backpack? You can get those guns back now, because the warden's corpse will soon be moving to a very recoverable location! This also promotes not letting people die pointlessly to the blob or at least dragging corpses away from the blob (and hopefully to genetics) so they can't be infected.

Conflicts:
	code/game/gamemodes/blob/blobs/factory.dm
	icons/mob/blob.dmi
2014-01-25 18:35:16 -05:00
ZomgPonies
f084d49d24 Compile fixes 2014-01-25 12:40:47 -05:00
Rob Nelson
1f30243a08 Refactor the fuck out of theft objectives. No more stealing your own jumpsuit.
Conflicts:
	code/datums/mind.dm
	code/game/gamemodes/objective.dm
	code/modules/mining/money_bag.dm
	code/modules/mining/ores_coins.dm
	html/changelog.html
2014-01-24 12:16:57 -05:00
Vincent
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
Rob Nelson
bd25990ce2 Fix MONKEYBLOCK 2014-01-23 23:42:23 -05:00
Jesus Hussein Chris
95f7280781 Generic attack sounds for all melee weapons
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.

Conflicts:
	code/game/gamemodes/wizard/artefact.dm
	code/game/objects/items/stacks/sheets/glass.dm
	code/game/objects/items/weapons/melee/misc.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/weaponry.dm
	code/game/objects/weapons.dm
	code/modules/hydroponics/hydroitemdefines.dm
	code/modules/surgery/tools.dm
2014-01-22 10:15:43 -05:00
ZomgPonies
35bb181d23 Merge pull request #123 from SamCroswell/master
Ninja Teleport Quickfix, ERT Armory now has a blast door
2014-01-21 20:12:10 -08:00
SamCroswell
7facce411c Ninja Quickfix, ERT Armory now has a blast door 2014-01-21 23:04:50 -05:00
Rob Nelson
02d01626fb Fix M_FAT'd strings. 2014-01-21 23:00:16 -05:00
Rob Nelson
7892eeb7cc Standardize LASER, NOCLONE, and HUSK
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	code/modules/mob/living/carbon/human/death.dm
	maps/RandomZLevels/wildwest.dm
2014-01-21 22:59:53 -05:00
Rob Nelson
f44ff1d7aa Standardize FAT
Conflicts:
	code/modules/client/preferences.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/simple_animal/constructs.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_grab.dm
2014-01-21 22:57:10 -05:00
Rob Nelson
d49e6d3bf4 Standardize CLUMSY
Conflicts:
	code/game/jobs/job/civilian.dm
	code/game/objects/items/weapons/defib.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/modules/mob/living/silicon/robot/component.dm
	code/modules/reagents/reagent_containers/syringes.dm
2014-01-21 22:49:22 -05:00
Rob Nelson
22a2df1115 Standardize HULK.
Conflicts:
	code/game/mecha/mecha.dm
	code/game/objects/items/weapons/swords_axes_etc.dm
2014-01-21 22:45:40 -05:00
ZomgPonies
5784cf61df Compile fixes XRAY 2014-01-21 22:38:35 -05:00