Commit Graph

539 Commits

Author SHA1 Message Date
Contrabang
ed203d9f69 Space ruins no longer have lava underneath them (#18047)
* begone space lava, remaps most of space ruins

* removes druglab having DJ station area

* renames "gasthelizards.dmm"

* revert "renames "gasthelizards.dmm""

* goodbye syringe gun, hello turf/template_noop
2022-06-24 10:50:21 +01:00
Kugamo
8d7631dd49 Fire alarm sounds (#17992)
* STOP DROP AND ROLL BABY!

* bruh

* roasty toasty

* Choose Your Voluuume!!!!

* :U 👌 🆘

* SteelSlayer Suggestion

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

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-06-22 09:51:32 +01:00
Bm0n
11b3566ed7 Adapts TG's version of Metastation for Paradise (#17724)
* proof of concept

* proof of concept fix

* cargo/sec/dorms/engi

* service and sci framework

* floors

* sciwaypoint

* major departments done

* candidateV1

* haha die runtime

* and a zoning error

* feedback+minorpipenetrework

* compile now please

* abracadabra

* runtimefix

* Morgue + medmaint rework

* zooooones

* forgot to delete placeholder :)

* firealarm

* floors

* dmg turf on powernode bad

* missing pipe and rogue loot spawner

* tgs pipe layout sucks

* hallway repipe and bug fixes

* MISSING TILE

* IAA, maints, SM loop expanded, pipes reworked and bug fixes

* small flip

* reverts shuttlered2 icon change

* replaces offical posters with contraband in maints

* floating cameras are not good for health

* AI core tweaks and robo storage console added to robotics

* pipe over top of vent, airlock name changes and missing spawnpoint added

* a few very small detailing changes while I wait for review

* oh and I forgot to give EVA and the teleporter room a holopad lol

* missing pipe and tile fix

* Adds more airlock helpers + few bug fixes

* i love warning stripes

* or not

* lightswitches

* zoning error fixed

* little chem update

* and firelocks

* cam fix

* minor detailing

* another missing holopad and a date change to reflect paralore

* fixes as mentioned above

* a missing side rail

* removes a good chunck of floor decals and fixes docking port

* wall stuff cleanup

* decal removed

* and an airlock

* sec depart revamp

* shutterfix

* aa

* thanks for the feedback :). should be all resolved

* quick edit

* directional cryo consoles are based, thanks sean

* akward vent no more

* how the hell

* murders var edited open shutters, another detail pass, xenobio extended by 1 tile

* quarantine lockdown shutters

* uh oh

* it just works(bug fixes)

* we should be done here

* this shouldnt have an auto airlock namer

* now it should B)

* i actually forgot one lol

* aaaahhhhhHHHHHHHH

* turned biohazard pump off + removed one warning strip

* also some door fixes

* minor touchups around bar

* ack

* air alarm fix

* stray docking port removed

* floortile dir removed

* cryo pod support added to perma

* decals removed

* """deconflict"""

* nanomob BATTLE terminals (yes I am running out of things to add)

* uh oh thats the wrong y pixle shift

* conforms with armoury standardisations

* buffs aux armoury light

* fixes icon state on air injector

* sigh.. holopads

* put a lamp in the bomb test range because the camera light doesnt work on paracode, fixed a few other things

* switch lattice out for catwalk at turbine

* minor detailing changes

* supply console fix

* HOP/Bridge supply consoles changed to non-public type

* few cosmetic tweaks around the hallway involving extinguishers, robotics locker added(even though it's kind of pointless with us having robodrobe), sci starting glass and meta buff

* 2 cameras moved off glass, slight sci chem buff with rwalls now fully protecting it, few posters moved to look less awkward

* the great tinted window removal of 2557(they kind of suck in paracode), also engineer burn medkit switched out for a standard one(in line with box)

* pipenet fix

* experimentor console added, var edited on pump changed out for on subtype

* experimentor room buffed with plasma windows(as on box)

* layering issue with a warningstrip in robotics fixed

* tile in abandoned med removed, maints glass door in botany replaced with solid door, few space heaters removed

* leftover pipe connector in maints removed

* dozen or so cameras moved about 1 tile so that they're no longer sharing a tile with a light, missing floor tile in brig fixed, cargo table cleaned up

* ooops one more camera in the vault

* /secure suit storage units replaced with normal type

* flipped decal so it's facing the right way

* high voltage warnings moved off glass in xenobio, high voltage warnings added around the vault

* quick highvolt sign fix

* replaces grimy floors with cleanable dirt, moves 1 camera 1 tile

* stand_clear decal added under armoury shutter

* Prison laundry camera added(same as TG), prison botany camra moved a tile

* slight adjustments to NTR and BS office in regards to camera and APC placement

* gateway cam move, AI sat wire moved to look more clean

* opacity change on prison transfer plastic flap

* AI Satellite antechamber turret controler fixed

* a few var edited pumps replaced with on subtype

* opps this tile should be catwalk not an airless plating

* AI upload gets firelocks+foyer gets vents and is fully set to AI upload access only, captains officer intercoms moves around a bit, lightswitches moved a bit

* oops the instead of the ai upload was missing a firealarm

* and the private subtype intercom in the captains office

* radio freq 1447 is what TG uses for their private channels, some intercoms had this set as a leftover from our old version of meta.

* Made it so that only the cheft can access the hydro fridge, fixed the hydro shutter button, added gateway access points to the gateway shutter button, fixed access on chemsitry desk

* rogue mechbay button removed

* names on solitary cells doors and flasher buttons

* forgot to fix a sink in perma I have been meaning to fix

* same as above, just a different sink

* chemistry desk change, looks better now

* engi light moved 1 tile

* moved shock warning signs(again), switched out metal botany tables for glass ones

* last of the sign fixes i hope, layer issue with tools in eva fixed

* damn signs

* and I missed two...

* slight signage cleanup on airlocks

* HOP office was missing door naming helpers

* New perma

* Camera pos change in perma, better arrivals lattice

* sign fix bridge

* added a second set of accepted/denied stamps to cargo, turned HOPs chair

* also got rid of a light in cargo

* tech storage access fix

* atmos desk cams moved around a tiny bit

* i sure hope no one noticed this one tile in the AI sat facing the wrong way

* spread the maints mice out a bit more

* fixed light placement

* found one more light

* moved cobweb off glass near space bridge

* starboard secondary maints zone fix on door

* and A-P maints

* more stuff on windows- which I hate! cringe!!!

* lights should not be beside each other

* This placement is better

* agh more lights in med

* cryodorms buff

* removes locker from maints room beside cryo since the room is smaller now

* ooops i forgot a holopad in the new cryodorms. also changs get a holopad

* annnd a floor tile

* arcade didn't have an intercom

* fixes window placement around vault from TG version

* wiring fix near vault

* old request console from old para ver of map named

* internal vault signs fixed

* more signs moved off walls and into a x/y nudge(yes i know i am being picky)

* A legecy area(the garden) gets an intercom

* moved*

* AI core flasher moved slightly to fix clipping with ai turret controller

* wall changes to the AI sat to make it a bit more clean

* news+ai request console fix

* The "Captains intercom" from TG doesn't exist in paracode so it has been replaced with an AI private intercom

* button fix

* oops

* reverts a sign change near disposals

* would you look at that i moved another camera 1 tile hahaha

* should be the last cams

* it wasnt

* fixed up the mirror in the bar backroom

* same fix applied to captains bathroom sink+mirror

* cleaned up janitor rooms intercom pos + firealarm

* bridge fire alarm moved tile down

* riot shields now stacked north to south to be in line with weapons

* 2x showcasese were missing their set names, oops

* layering fix in prisoner court cell

* Pen an paper added to BS office, APC move in showroom

* ack bs office again

* perma window fix

* extinguisher in sci moved

* det office cam fix

* remove brig prefix

* light and button tweak near bridge

* window layer again

* small tweak to the toxins loop obersvation room

* 1x wall

* clean up grillies by SM

* wiring changes/fixed in maints and at SM

* few small floor tweaks and sink shifts

* rwall akwardness fixed

* pipe under vent moved

* redid brig wiring and piping to look more clean

* one little oopsie

* more wires+intercom

* fixed the mess TG got themselves into with chemistry floor tiles

* redos medbays wiring to run along side the pipes rather than beside them

* same wiring changes that I did to med/sec but this time to the command area

* hop airvent moved on tile, some wires shifted

* unshocked window fixed

* lessens and spreads out the maints donk pocket spawns

* Viro now uses updated doors!
2022-06-11 14:09:32 +01:00
Charlie
0f7a8707ef [Ready] Refactors stuns and status effects. (#17579)
* Fixes reviver runtime

* Confusion status effect

* Dizzy status effect

* Drowsiness status effect

* decaying -> transient

* Drunkenness status effect

* why use timer when SSfastprocessing work good

* stuns (mostly)

* weaken and immobalise

* stun/weaken times

* update_flags redundancies.

* Slowed()

* Silence + fixes transient decay

* Jittery

* sleeping

* Paralyze -> weaken

* Cult sluring

* paralyse

* Stammer

* slurring + projectile cleanups

* losebreath

* Hallucination

* forgor this

* eyeblurry

* eye blind

* Druggy

* affected didn't like my spacing

* review pass

* second review pass

* some cleanups

* documentation and signal framework

* confusion fix

* Fixes spec_stun

* rejuv fix

* removes a TODO

* conflicted myself

* fixes

* self review

* review

* removes TODOs

* adminfreeze

* TM fixes

* hallucination fix + others

* tones down alchol and runtime fixes

* confusion overlay suggestion

* more fixes

* runtime fix

* losebreath fix

* clamp => directional bounded sum

* steel review

* oops

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

* reduces the dizziness cycle rate

* borg hotfix

* sanctified decursening

Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-05-24 16:35:26 +01:00
S34N
ae600a7d40 Fixes an issue preventing fire door alarms to show (#17610) 2022-04-12 15:54:52 +01:00
S34N
03beb422b2 Remaps CC, changes z1 layout (#17425) 2022-03-14 20:08:07 +01:00
S34N
a5bc67cd43 Invasion of the moffs (#17000)
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com>
2022-02-23 20:37:37 +01:00
S34N
f8115d5e3c Fixes Cyberiad still having podbay areas (#17279) 2022-01-16 13:14:53 +01:00
AffectedArc07
1c8a28425a Removes heist mode & associated code (#17256) 2022-01-11 11:36:57 +01:00
S34N
ac6f9b4725 [IDB Ignore] Refactor icon smoothing to use 8-bit bitmasking (#16620) 2021-12-15 17:04:24 +01:00
AffectedArc07
2d5736a61c Removes brig phys, adds another officer slot to compensate (#17180) 2021-12-06 15:00:43 +01:00
S34N
e72fda67b2 Ports TG emergency lights, adds special code Epsilon and Delta effects. (#16333)
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
2021-12-01 22:20:53 +01:00
S34NW
1723e0b503 Merge branch 'master' into 3/4th-closet 2021-11-01 10:14:41 +00:00
AffectedArc07
129318891d Nukes spacepods and associated jobs 2021-10-02 13:16:24 +01:00
S34NW
9820105059 final round of fixes 2021-09-28 12:18:38 +01:00
S34NW
83f8fbdfac locker door and open state trimming 2021-09-28 00:51:19 +01:00
SabreML
1c14cf733b Light delay V1 2021-08-19 01:19:24 +01:00
variableundefined
b9aa1facce Merge pull request #15757 from warior4356/holy-chapel
Makes the chapel holy once more.
2021-07-25 08:37:18 -04:00
variableundefined
d91c8ba479 Merge pull request #15980 from AffectedArc07/toml-config
[READY] Converts configs to use TOML + Configuration refactor
2021-07-25 08:26:29 -04:00
S34N
e3866fda81 Delta brig edits (#15405)
* Cells moved and added, processing added, evidence moved.

* i did an oopsie with gitignore

* Expanded Perma, added solitary, gamma, and perma maints

* fire alarms

* more fire alarms

* magi office

* Resolved issues

Fixed issues highligted by steelslayer.
Added monitors to interrogation observation, and an intercomm for that area only.
Changed inner airlock doors for non-glass on main entryance and prison wing access.

* Update code/game/area/ss13_areas.dm

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

* power cables should actually have a purpose

* forgot to map merge latest stuff innit

* merge conflict part 2

* repipes brig, decal fixes

* merge conflict part 2

* Updated area icon

Co-authored-by: Sean Williams <sw26243@my.open.ac.uk>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-07-15 16:38:59 +01:00
warior4356
aec95fed48 Merge branch 'master' into holy-chapel 2021-06-28 20:31:34 -07:00
AffectedArc07
f3c314f07b Merge remote-tracking branch 'ParadiseSS13/master' into toml-config 2021-06-03 18:10:19 +01:00
S34N
d8c429df6e Reworks area icons, removes box-focused names (#16099)
* begone scribble sprites

* why were you animated, stop being animated please

* also, nanomob moment

* purges kidan
2021-05-29 21:12:10 +01:00
Farie82
ebf7d7911e Caches all unique areas so that they are properly loaded in (#16092) 2021-05-26 22:41:35 +01:00
AffectedArc07
7486d026b7 READY 2021-05-23 17:26:17 +01:00
SabreML
3d6e072464 A lot more Cult fixes (#15161)
* Some fixes

1: ERT members can no longer be given as an assassinate/sacrifice antag objective.
2. Cultists attempting to teleport to a deleted rune will no longer be teleported into nullspace.
3. Re-ordered the cult Blood Rites spell code because it was bugging me. (sorry qwerty)

* Cult stuff

1: Cultists can no longer be chosen as a sacrifice target
2: Rune drawing is limited to one at a time (No spamming on one tile)
3: Removed some unneccesary `/improper`s from area names, for the cult Summoning locations
4: Changed a couple of colours to use defines

* QDELETED()

* Eye colour fix

* Reorganisation, Objectives, and Gender

The majority of the changes here are just reordering the procs, but there's a few fixes too:

1. Roundstart cultists now get given the 'servecult' objective.
2. Deconverting someone now removes their 'servecult' objective, so they won't be notified about target changes.
3. Stopped summoned ghosts from experiencing a spontaneous gender change.

* Screwdriver fix

* Prayer bead stripping

* Some more construct fixes

1: Fixed *all* holy constructs getting the 'Summon soulstone' ability
2: Fixed Wraiths getting their blue light reset to red after jaunting
3: Added a 'holy' variable to constructs, and made the holyification its own proc.

* qdeleted

* Construct Converting

Apparently you can convert holy constructs. Who knew!

* Another two weeks

Moved all the construct icon states to their own file, and fixed Nar'Sie constructs not getting a glowing effect.

* Grab fix

Fixed upgrading a grab having the ability to potentially transport the victim across dimensions.

* Not actually a cult fix but eh

Fixes: Runtime in outfit.dm, 114: bad number
And updates the cult corpse from legion spawns

* Teleport spell effect

Fixed the teleport effect for the spell being attached to the wrong mob.

* Small cleanup

* Eye colour cloning fix

* Veil Shifter

Fixed:
Runtime in cult_items.dm,355: pick() from empty list
Veil shifters not retaining any grabs after teleporting.

* Adjacent
2021-05-16 11:33:07 +01:00
Kyep
46144e3c07 Syndie Space Base (#15104)
* v1

* v2, floors

* more tweaks

* areas, powernet

* cleanup

* changed filename, added east wing, 6 slots

* syndi autolathe

* update ruins refs & config, delete comms agent

* IDs look properly syndie, names are randomized

* glass

* convert map file to TG map format

* del old file

* air alarms

* del navconsole, fix area tile

* AA request

* refactor

* AA requests II

* dorms symmetry

* deletes explosive plastitanium walls & self destruct device (from lavabase)

* add light to medical operating table

* atmos refill connectors

* add air canister and move meter in distro, add 2 portable air pumps

* improved vents

* tweaks pipes

* removes duplicate air alarm

* (PR req) replace areas/lathe/spawners with PR versions

* wrench, tele area icon, headset name

* player panel fix, replace /anyone ID with /researcher ID, ID.untrackable refactor

* fixes teleporter runtime

* "Syndicate Researcher" consistency

* cryo room

* delete syndiwrath

* default job on ID card for telecomms purposes

* add vents and airlocks

* air alarms toggle firelocks

* artvend

* trashbags

* revert alarm.dm

* delete rogue light

* update syndi lathe name, remove newscaster frame

* changes made necessary by atmos/redcross PRs

* fixes merge conflict

* update to fix conflicts with PR 15384 as well

* syndi teleporter now requires SYNDI_LEADER access, no more runtimes

* avoids making offstation cryopods always face right

* add scrubber net

* dmm2tgm

Co-authored-by: Kyep <Kyep@users.noreply.github.com>
2021-03-30 18:54:19 +01:00
warior4356
d53d351b64 Initial commit 2021-03-26 02:31:21 -07:00
AffectedArc07
f2770ed6be Merge remote-tracking branch 'ParadiseSS13/master' into brutal-part1 2021-03-11 18:41:17 +00:00
SabreML
78c2c1d6e8 Fixes ambient sounds playing in the lobby (#15631)
* Menu ambient sounds

* safepick
2021-03-02 09:29:23 +00:00
Fox McCloud
f65c8994ce Broad TG Sound Update (#15608)
* Broad TG Sound Update

* jester update
2021-02-27 11:59:33 +00:00
Fox McCloud
e5446277e1 Ports Ambience Subsystem (#15613)
* Ports Ambience Subsystem

* re-include
2021-02-27 11:41:30 +00:00
dearmochi
3c87d9a396 Adds the Volume Mixer to adjust individual channel volumes (#15507)
* Adds the Volume Mixer

* Address AA

* LF -> CRLF

* Puts thunderdome.ogg on CHANNEL_ADMIN

* Update interface name
2021-02-25 22:30:19 +00:00
Fox McCloud
64064019d8 Adds Sound Environments: Reverb and Echo (#15378) 2021-02-23 11:52:34 +00:00
AffectedArc07
f5f97882cf BRUTAL Part 1 - No proc var/ in procs 2021-02-01 14:10:08 +00:00
Farie82
acaefa9591 Refactors the events to be async (not use sleeps) and not use spawns (#15203)
* Makes the prison break use INVOKE_ASYNC for the (win)doors

* Add documentation

* Refactors the whole event system to not use spawns and be async

* relative proc path

* keep timing

Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
2021-01-24 21:57:13 +00:00
Kyep
0c2b1805d6 [TGUI] Depot Computers (#15219)
* v1

* AA suggestions 1

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

* rename file

* data["rows"] += list

* removes redundant ..()s

* autodoc

* rebuild tgui package after all the above changes

* more doc update

* AA suggestions

* AA suggestions 3

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

* more check_rights

Co-authored-by: Kyep <Kyep@users.noreply.github.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2021-01-09 17:38:19 +00:00
AffectedArc07
b797f85a49 Fixes bad area pathing on all the lava ruins (#15108) 2020-12-16 14:41:15 -05:00
AffectedArc07
a4bb84fc6d SSticker minor refactor (#15089)
* SSticker minor refactor

* Even the experienced make mistakes

* tiny lil bandaid

* Oops

* Update code/controllers/subsystem/ticker.dm

* Adds this
2020-12-16 14:05:10 -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
AffectedArc07
6654642468 Removes old, unused area stuff (#14967) 2020-11-25 23:53:59 -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
ExusA
8837621dfb redo redo again (#14829) 2020-11-06 13:37:22 -05:00
Samuel
c99f7e3b22 Boo! Rework (#14543)
* Boo Refactor

* Boo-Refactor Review Items

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

* Vending Machines Flicker

* Dave's Fire PR Review Mixtape Ft. SteelSlayer

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

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2020-10-26 19:57:02 -04:00
AffectedArc07
f40a8163ff Codebase Cleanup - 2020-09-27 (#14472)
* Codebase Cleanup - 2020-09-27

* Endings

* Forgot meta

* Farie Tweaks
2020-10-15 13:22:52 -04:00
AffectedArc07
b778fbe069 Removes Aurora Caelus (Green space) event (#14575)
* Removes Aurora Caelus (Green space) event

* Steel Tweaks
2020-10-14 16:22:53 -04:00
AffectedArc07
561db683ad Merge pull request #13869 from Fox-McCloud/intercom-refactor
Refactors Intercomms For Less Processing
2020-10-04 18:37:24 +01:00
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
SteelSlayer
dab29cc668 Merge remote-tracking branch 'upstream/master' into spawn-removal 2020-09-16 09:38:20 -05:00
AffectedArc07
a2c5fc39a8 Merge pull request #13751 from Fox-McCloud/alarm-overhaul
Overhauls and Refactors Alarm System
2020-09-14 13:54:06 +01:00