* 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>
- Refactored multiple bits of saycode to be less eyeburning code
- Radios now properly report special channel messages (binary, hivemind)
- Animals with no speak list no longer show unfiltered messages to
everyone.
- Fun part:
- Improves handling of headsets for the two ear system.
- The right headset will now be talked into if the left headset
reports that it is unable to send the message on the chosen
channel/mode.
- This means that instead of having to swap headsets around, wearing
a headset on either ear will grant you access to all of it's
channels.
- The left headset will take priority, which really only affects when
it's set to a non-standard frequency.
- Added 4 new HUD styles
- Humans recreate their hud if they change their UI pref mid-game
- Refactored how objects are added to the client screen
- HUD's are now handled by subtype and mob/proc/create_mob_hud()
- HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
- Mobs only create/destroy their HUD when necessary, not every Login()
- Destroyed aim-mode, it didn't work and I couldn't make it work.
- Renamed all of the screen1_x.dmi files to screen_x.dmi
- Removed screen1.dmi, screen_gen.dmi now handles generic icons.
This commit does the following:
- Updates a few of our inventory procs to -tg-'s latest
- Nukes the equip_e system from orbit
- Fancy UI for stripping people now
- Nuked fucking kitten ears from their snowflakey bullshit update_icons
shitty fuck fuck FUCK
- NUKED FUCKING METAL DETECTORS AHHHHHHHHHHHHHHHHHHHHHHHHHH
- Adds ABSTRACT flag to relevant items, removes abstract var.
- Adds checks for ABSTRACT where relevant.
- Also removes extra define of golem gas mask.
- Adds NODROP to changeling mutations so I don't have to do that later.
now uses a couple of new procs, allowing for per-suit tweaking of time.
You now cannot equip eva helms without first attaching them to the suit
(target head use helmet on suit)
Moved some mob vars to carbon:
mob/var/handcuffed -> mob/living/carbon/var/handcuffed
mob/var/legcuffed -> mob/living/carbon/var/legcuffed
As a result, I've turned some procs into pure virtual procs and moved their code into carbon.dm.
mob/proc/restrained() -> mob/living/carbon/restrained()
mob/proc/can_use_hands() -> mob/living/carbon/can_use_hands()
The hand and legcuff portion of mob/proc/u_equip() was moved into mob/living/carbon/u_equip().
The handcuffed portion of mob/proc/show_inv() was moved into mob/living/carbon/show_inv().
Fixes issue 1114.
Made parrots immune to bear traps since parrots should be flying over them anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5184 316c924e-a436-60f5-8080-3fe189b3f50e
- Tested with various damtypes/locations/mobs but if i'm a dumbass and overlooked a problem feel free to punch me and revert this
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4762 316c924e-a436-60f5-8080-3fe189b3f50e
This includes:
- Individual wounds
- Dismemberment
- Bone breaking
It also adds configuration values to config/game_options.txt to control the point at which bones break and limbs are cut off.
Does not include surgery or bleeding yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4720 316c924e-a436-60f5-8080-3fe189b3f50e
* Merged speech bubbles and pain flashing
* Merged Signaler Dead man switch.
* Merged give verb.
* Merged alien languages
* Merged stuttering, slurring.
* Merged Git Revision Info.
* Fixed mutantraces not having hair/eyes
* Fixed Soghun's not being able to change hair colour.
* Fixed savefiles not saving species.
* Shut up vending machines.
* Added colour to species talk.
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.
equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)
equip_to_appropriate_slot() is now a /mob - level proc.
equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.
New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
This proc can be used to determine whehter a mob can pick up an item from the item's side.
Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
Split a bunch of procs in helpers.dm into new files:
-helper_list
-helper_text
-helper_type2type
These files are sorted into groups internally. Hopefully people will make it easier for people to find useful procs.
I've added comments to a good chunk of these procs as well explaining what they do.
I've removed a few unused or unnecessary procs and fixed up a couple that were not working as intended.
I've also moved a mob proc 'get_equipped_items()' into mob/inventory.
All of the non-helper.dm files (besides mob/inventory.dm) are the result of fixing duplicate procs. It seems that there used to be text searching procs where one was case sensitive and one was not, and at some point someone removed the case-sensitivity of the case sensitive procs. I've re-added the case-sensitivity and as a result, I've had to go through extra files and ensure that they were calling the proper proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4341 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 699 - in-hands for pipes are removed when placing a pipe back in the dispenser.
Fixes issue 684 - Evidence bag code simplified a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4213 316c924e-a436-60f5-8080-3fe189b3f50e