Commit Graph

1825 Commits

Author SHA1 Message Date
Fox McCloud 2c4733f8bc Revert "Removes ability to put collars on jumpsuits (#15155)" (#15169)
This reverts commit df1f548198.
2020-12-28 18:43:32 +00:00
AffectedArc07 df1f548198 Removes ability to put collars on jumpsuits (#15155)
* Removes ability to put collars on jumpsuits

* Mochi tweaks
2020-12-20 18:02:38 -05:00
AffectedArc07 8cb3571a9c Revert "Stamp People (#14628)" (#15125)
This reverts commit ad891d8e98.
2020-12-16 16:01:04 -05:00
Kugamo ad891d8e98 Stamp People (#14628)
* basic working CODE

* improve code further

* removes bingus

* fixes misplaced left foot stamps

* moves stamp mark offsetting to use params

* condenses image count, and reworks how the stamps are blended

* fixes less than ideal code

* alters badly named variable

* removes uneeded code

* removes unused variable, and more comments

* removes .len and improves examine

* Moves stamp marks to Misc layer in the human icon onion

* moves ink_marks to human, and other improvements

* reworks stamp mark desc system, and the human stamp mark images

* changes the pixels storage varaible for stamp markts to iamge from mutable_appearance (marginally faster)

* Good Improvements

* removes bad code

* updates some code comments

* reworks examine.dm code and more AUTODOC compliant
2020-12-16 15:16:41 -05:00
Ty-Omaha 256ecd0c16 Kidan Rebalance (#13203)
* Kidan mineral

* kidan can wear glasses

* More hunger and tox
2020-12-16 14:54:34 -05:00
Qwertytoforty 021523fe0c Makes the ert item storage less... special (#14987) 2020-12-16 14:08:01 -05:00
Aurorablade 6a0ee9c3ae Update miscellaneous.dm (#15012) 2020-12-09 12:15:01 -05:00
dearmochi 5edee29a50 [READY] Syndicate Contractors (#14605)
* Syndicate Contractors initial PR

* Finalize initial version

DNP

Finalize initial version

* Baton now costs 6 Rep, show dead extraction penalty, fix scroll

* Reduce total TC, add zippo, balloon, icon tweaks

* Address moxian, AA and Farie

* Fix mode.txt

* oops

* Address Farie 2

* Tweak baton to work around stam crits, address SteelSlayer

* Address TM issues, TP menu

* Fix wrongly merged DME

* Tick contractor DM files again

* Remove step_y

* TC rewards always higher than preceding difficulty's reward

* Address Farie

* Remove extraction_turf from handle_target_return

* fix doc

* Merge part2

* Address AA again
2020-12-09 12:03:23 -05:00
Sean Williams e55eaa7447 Consistency with hardsuit values (#15040)
While going to enter resist/armour values for engineering hardsuits on the wiki, I noticed the CE hardsuit has 10 less rad protection compared to its helmet.
Every other suit with 100 rad protection has this value consistent across both parts, and in fact, all hardsuit values match their helmet values apart from this one and the Singuloth armour. (That has a weaker helmet in a number of resistances.)

🆑
fix: Consistency with hardsuit values for CE hardsuit and helmet.
/🆑
2020-12-06 22:40:33 +00:00
Qwertytoforty 8829e81ef5 Makes EMP actually usefull on reactive armor (#15023) 2020-12-05 10:33:13 +00:00
dearmochi 6d9a5bf816 Fixes white wedding dress being named orange (#14986) 2020-11-26 09:41:15 +00:00
AffectedArc07 27b1c4fd29 Merge pull request #14855 from moxian/hud
Skills HUD now shows job icon, and other minor HUD improvements
2020-11-15 09:28:43 +00:00
AffectedArc07 435ddb992e Merge pull request #14872 from SabreML/Detective-badges
Allows Detectives to get a holobadge from the loadout
2020-11-15 09:26:16 +00:00
SabreML f2261c6d81 Review stuff 2020-11-14 17:22:50 +00:00
Stokes52 91be65338b Change numbers to booleans 2020-11-13 13:34:25 -08:00
SabreML 72432af131 Holobadges for the Detective 2020-11-11 19:13:54 +00:00
Stokes52 8ee879fcdb Add new leather motorcycle jacket 2020-11-11 11:06:06 -08:00
moxian 7069268be9 Minor HUD improvements
- skills HUD now shows assigned job
- adding security/medical comments works
- employment records no longer span five screens, and are trimmed
instead.
2020-11-09 06:07:20 +00:00
E-MonaRhg 68afb726b3 CC clothing armor buff + description and name changes (#14803)
* CC clothing armor buff + description and name changes

* Small change in blueshield's uniform description

* NTR's hat name and description change

* Fixed spacing issues with "energy"
2020-11-07 16:51:13 -05:00
SabreML 678435d50a Blood Cult 2: Electric Boogaloo (#14516)
* 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: #14393
Fixes: #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>
2020-11-06 20:41:41 -05:00
AffectedArc07 2c37ae8fd0 The road to Initialize() stability - Enforcing parent call on New(), Initialize() and Destroy() (#14719)
* The road to Initialize() stability

* Fixes sanity, for now
2020-10-28 12:35:36 -04:00
AffectedArc07 473ef41c04 Merge pull request #14615 from variableundefined/IsHolsterable
Refactor IsHandgun to a class variable called can_holster
2020-10-25 18:07:25 +00:00
Stokes52 a71659496b Add new visually appealing sprites to replace the existing trenchcoat and fedora sprites (#14679)
* Add new visually appealing sprites to replace the existing trenchcoat and fedora sprites

* Add trenchcoat for vox

* Fix rogue pixels

* Fix rogue pixels on human jacket

* Add white fedora

* Add inventory icons for each fedora

* Add hat support for vox

* fix white pixels

* Add inventory sprites for trench coats
2020-10-24 17:08:44 -04:00
Patrick Meade 264f0e9203 Fix typo in ablative armor vest description (#14708) 2020-10-24 00:31:57 -04:00
ppi13 5fae70889b Gives beanies to vox (#14644)
* Gives beanies to vox

* Adds beaniestripedred
2020-10-21 18:21:29 -04:00
Qwertytoforty 8afef30a4f Makes ablative armor always have a chance to reflect lasers (#14662)
* Makes ablative armor always have a chance to reflect lasers

* Gives it a description that it can reflect lasers anywhere on the user
2020-10-21 18:06:01 -04:00
variableundefined 2c1e443747 Refactor IsHandgun() to a class variable called can_holster 2020-10-15 14:03:04 -04:00
Kugamo ef98961cd5 Adds new sprites for skills huds (#14470)
* adds new sprites for skill huds

* switched HUD design to single eye

* adjusts gradient steepness on some sprites

* tiny change

* tones down higlights further to E7ECFF
2020-10-15 08:19:51 -04:00
Kiyahitayika 1dfae17100 Update armor.dm 2020-10-08 10:07:41 -04:00
Kiyahitayika a1b54ef463 Update armor.dm 2020-10-07 12:39:19 -04:00
Kiyahitayika c1dbd7376c Fixes "Invisible" Suit Sprites for Grey 2020-10-05 20:53:14 -04:00
Kugamo 54bd26b470 Adds Salmon Suit (#14419)
* Adds the Salmon SUIT

* fixed missing pixel
2020-09-25 16:10:22 -04:00
TDSSS a5c09b12f6 no more errors 2020-09-24 23:46:18 +02:00
SteelSlayer 01da8413de Adds the proximity monitor component. Performance improvement for turf/Entered (#14196)
* proximity monitor

* Update code/__HELPERS/unsorted.dm

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* farie review tweaks

* actually I need this

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2020-09-20 13:31:16 -04:00
Kyep be024bbbcc Merge remote-tracking branch 'ParadiseSS13/master' into skills_rework 2020-09-19 06:39:38 -07:00
Kugamo 172e4ac1ca Adds Atmos magboots, and tweaks magboot sprites. (#14192)
* Adds sprites for atmosmagboots, and their functionality

* adds atmos magboots to the atmos hardsuit storage units

* Adds gust protection to advanced magboots

* rearranges if and else statements, and corrects missing SPAN

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* deconflict

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2020-09-18 19:43:42 -04:00
Kugamo 27edf99e06 Adds rubber ducky shoes (#13996)
* adds rubberduckyshoes item

* Adds crafting recipe for rubber ducky shoes

2 rubber duckies, 1 sandal using Wirecutters

* Adds icon for rubberducky shoes

* Adds character sprites for rubberducky shoes

* Adds in hand sprites for rubberducky shoes

* removes pointless variable, and I redid the description.

* Adds rubber ducky to the merch console

done since theres normally only 3 ducks on station, giving some more access to duckies I think is warrented. This might be to much.

* Adds species specific sprites for Vox and Drask

* removes pointless list

* moves crafting recipe to clothing category

* Removes entry in merch console, adds entry in prize vendor

* Revert "moves crafting recipe to clothing category"

This reverts commit b80c398b46b3e60a10b78461d753b6ef6e3ac88b.

* Revert "Removes entry in merch console, adds entry in prize vendor"

This reverts commit c4ae6c3767d2d5ad072ae5befcb1f66b99cb6c63.

* Adds entry into arcade prize vendor

* Removes entry in merch console

* adds crafting recipe to clothing category

* removes recipe from misc category

* corrected messed up sound file location

* Updates icons/mob/feet.dmi

* Updates icons\obj\clothing\shoes.dmi

* improved the item icon

* deconflict
2020-09-16 18:29:49 -04:00
TDSSS 328b7fa8d8 ERT idiotproofing and minor tweaks (#13834)
* makes ert more robust

* renamed and tweaked

* idiot proofing of ert

* I cannot into git, oops

* removed the anti-stun from code red erts again

* removed implied src
2020-09-16 16:38:25 -04:00
AffectedArc07 90fd9a8fb8 Removes all relative heresy (#13969)
Removes all relative heresy
2020-09-16 12:52:20 -04:00
denghis1 845e7a8b75 Added the warning cone as a headpiece for Ian (#14216)
* Added the warning cone as a headpiece for Ian
2020-09-16 09:52:40 -04:00
variableundefined db06596ffa Merge pull request #14283 from SabreML/Fire-Lighting
Makes cigarettes catch fire if their holder is also on fire
2020-09-15 19:41:02 -04:00
Kyep 995165ae38 fixes merge conflict 2020-09-15 11:39:00 -07:00
mochi e07306f20d Merge branch 'master' into instrument-tgui-n-optimization 2020-09-14 20:04:48 +02:00
AffectedArc07 0a70b8dedd Merge pull request #14174 from ppi13/hazard-vest
Buff the hazard vest's suit storage
2020-09-13 13:37:54 +01:00
SabreML 45aad847e3 Documentation the 2nd 2020-09-12 18:54:17 +01:00
SabreML 6a4a0fa922 Documentation
Pretty sure I did this right.
2020-09-12 16:58:10 +01:00
SabreML 9ec4ba49ab Fixes comment 2020-09-12 16:06:38 +01:00
SabreML 950dc54161 catch_fire proc 2020-09-12 15:38:47 +01:00
Kugamo 6f4a7d600b Fixes issues with Grey armor, and secmask sprites 2020-09-05 12:33:01 -05:00
ppi13 2b4a803a31 Buffs hazard vest 2020-08-28 21:10:38 +02:00