* Stuff
* Grammar reviewer review
Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>
* Shuttle call HTML fix
And multiline announcements too, à la #15645.
The clean_input() was causing the message to be encoded twice, and only decoded once. Removing it still encodes the string.
* Loadout revert
Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>
* robot_module refactor
* some fixes
1. adds medical stacks of 25 for the syndi medical borg
2. fixes various construction steps that weren't using `use()` or `get_amount()`
* review tweaks + other stuff
1. Makes a bunch of for loops into istypeless loops
2. Adds a readout of the current out of stacks a borg has, in the status panel
3. Slightly reorganizes the medical, syndi medical, engineering and syndi engineering cyborgs items
* fixes after upstream merge
* blank line for travis
* fixes and improvements
1. Fixed welder icon's not updating periodically if you were charging in a borg recharger
2. Fixes solar panels dropping /cyborg type glass when they were deconstructed.
3. Band-aid fix (incase #2 doesn't fix this) for cyborg stack's `source` var being null which resulted in tons of "cannot read null.energy" runtimes
* more fixes + constructable frame runtime fix
* removes toy sword placeholder
remove comment
* remove these as well
* .amount to .get_amount(), really should have done this before
* refactors robot_upgrades to work with the new system
- more cleanup
- adds documentation
- fixed a bug I made where you could delete your robot stack via crafting
* moves some unemag logic to the module file, makes more loops typless
* farie review
* fox review
* affected review and more TM bugfixes
* fixes comment
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
* Refactors Mutations
* traits
* more work
* styling fix
* yet even more work
* oh hush
* almost there
* it continues yet further
* and that's genetics done
* and that's it folks
* last bit and golem fixup
* oof
* oops
* tweaks and fixes
* styling
* Refactors Electrocution and Tesla Zapping---Improves Supermatter and Tesla
* forgot this one
* fixes and styling
* last tidbits hopefully
* machine frames
* use flags
* styling
* Add ability to swap items in storage
Add ability to swap items in storage through
drag and drop
Fix "the the" message when putting item in storage
Clean code where possible
* Fix swap in stacked storages, clean up code (v3)
* Ignore restraints and lying for swapping items
* Clean up the code a bit, increase readability
* Clean up code, remove spawn(0)
* Fix some spacing issues
* Rename var, use crisp font
* SShttp + SSdiscord | ASYNCHRONOUS STUFF IN BYOND!
* Cleanup
* HTTP Callback example
* Fixes rust instability
* More refactors
* This works
* The sanitizer (Now worth £3000)
* New configs + other stuff
* Lets give this a shot
* Farie changes
* Mentor support
* Farie fixes
* DMI files
* Progress
* we compiling
* innate cult action, various progress
* Reorganise runes, fix cult dagger action and admin cultist
* Cult tooltips, dagger icons
* Add mirror shield, return runes back to OG circles
* Cult structure lights, pylon update
* bola update, progress..
* cleaning rune fix, girder/structures anchor
* speed up cult walls
* Convert rune update, tweaks
* Add teleport portals
* fix runtimes
* cult objs start
* move current cult objs to backup
* Rework cult objectives, add narsie/singulo interactions
* spacing, admin log and message
* reviewstuff
* refactor cult conceal/reveal
* add a bit of range to reveal
* blood magic tweaks, hallway not in summon areas
* implement structure concealment, offer uncuff
* add parry sound, fix cult airlock reveal appearance
* Update remaining runes
* fix pylon blood restaure, up blood magic cost
* review tweaks and progress
* fix compilation
* fix offering rune bug
* Draw blood rune action refactor
* moar tweaks
* fixes, holy water blood magic clean, icons
* Add cultist hardsuit, tweaks
* reduce needed pylons for cult ghost, cult shield
* spirit realm fixes
* fix dark spirit
* Add blood rites
* exotic blood handling
* spacing, add adminbus dagger, bal. rune health cost
* woops
missed a var
* fix blood rite healing
* emp spell cult immunity
* fix exploit and narsie references
* new rune sprites
* color defines
* SEND_SOUNDS, cult summon areas
* fix soap, barrier, and add CC location on narsie
* cult structure fix
* functional ascendance, undo cult spacesuit changes
* woops
* whetstone qdel, tweaks
* fix empty area selection bug
* cult ascendance numbers
* add cult blade sprite, add sacrificing head/brains
* review stuff
* fix runtime and twisted cons target
* review stuff
* code clarity
* remove unnecessary cultist checks
* Add support for wizard cultists
* cleanip
* fix concealed glass airlocks
* update objs
* remove talisman ref
* fix status procs
* clarifications, remove unnecessary var
* deconflicting
* deconflicting LF
* oops
* readd new icons
* more conflcit stuff
* readd drill and jaws icons
* review stuff
* silence on conversion
* Readd compact sniper icons
* Remove ambiguity
* 2 sacrifices required
* check antag panel improvements, bug fixes
* limits narsie cult ghost cheese
* CC message
* trailing newlines
* Shade/construct update
* bug fixes
* balance bloodboil, update CC message
* add a newline to something i didnt touch
idk ask travis bout it
* remove metastation extra null rod and shard
* fix teleport runes list, update icon
* remove tg cultist icon
* update cult actions with new tome
* Remove mirror shield throw, spell constructs
Add in sacrificing any brain with a mind.
* Fix more conflicts
* Fix double return
* Add descriptions to cult recipes, fix icons
* fix shuttle curse exploit
* Update wall rune, cult shields, runed recipe width
* implement flagellant sprites, misc changes
* Fix conversion rune
* Add cult blood barrage healing
* Trailing line
* fix whitespace
* Remove can_speak check on invoke
* Deconflict pt. 2
* Bugfixes the 1st
Fixes bugs 2 and 4 in the 'Known Issues' section
* cult.dm tweaks
Oh boy, even more commits!
* Fixes blood halberds swapping directions on wield
* Tweaks and stylin'
Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell
* Ritual tweaks (And some other stuff)
Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk
* Rune tweaks & fixes
Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),
probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.
* Testmerge fixes the 1st
Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.
* Mirror Shield balancing
Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.
This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)
* Insect repairs and more
Changes:
Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),
Probably still missed something, oh well!
* Rune opacity and Stun timing
Changes:
Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.
Also fixed a whole bunch of typos/gramatical errors.
* Blood Boil, Blood Barrage and EMP Sprites!
Changes:
Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.
Added new sprites for the EMP spell, courtesy of @kugamo!
Co-Authored-By: Kugamo <thekugamo@gmail.com>
* A few more tweaks
Changes:
Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.
* TM 2 fixes
Changes:
Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)
* Cult members and Deconversion
Changes:
Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)
* Cult Rise/Ascend balancing V1
The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.
* Possibly maybe hopefully (one of) the last commits
Changes:
The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.
* A few minor fixes, and a major one
Changes:
Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.
Fixes: #14393Fixes: #13855
* New weapon sprites!
Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!
They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.
Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>
* TM 3 fixes
Changes:
Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos
Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
* cling click refactor
* uses middleClickOverride instead
* remove old click_intercept
* this also doesn't need to exist anymore
* wording
* this is more efficient so we don't have to keep New'ing and qdel'ing the datum
* Adds 'is_ventcrawling' as a mob define
* General cleanup
* Halts 'ClickOn' for borgs if ventcrawling
* Removes ctrl-clicking fire alarms
* Missed a var
Only used in the ctrl clicking thing, so bye bye