Commit Graph
58 Commits
Author SHA1 Message Date
KasparoVy d73413b046 Uses the Disabilities system more correctly
Allows eyes to track eye-dependent disabilities when removed from the mob.
Farwas and Wolpins are now incurably colourblind (non-genetics based), so going lesser-form and back won't wipe your colourblindness.

Eyes being straight-up deleted (as per how set_species() handles setting up the organs required for the species we're changing to) no longer wipes colourblindness.

Now with more helper procs, less unnecessary commenting, random changes and other cleanliness-related tweaks.
2017-01-26 04:10:55 -05:00
KasparoVy c16f734a6d Changes Colourblindness from a Preference to a Disability
For Vulpkanin and Tajara, it gives them their species-specific
colourblindness but their excellent darksight, too. Otherwise it gives
noir vision.

You can choose this disability at character creation. It is off by
default. You can turn it off via genetics and mutadone.

Fixes Cling Transform&Lesser/Greater form & Darksight bugs

Transforming to an identity will now, with 100% reliability, give you
the exact appearance as that ability bar the body_accessory and the
secondary hair/facial hair colours. Same thing with going from lesser
form to an identity that was not the one you lesser formed with.

Fixes the darksight bug from the last commit, happened 'cause typo.
Woops.

Eye Transplantation Applies Eye-dependent Genes

Transplanting colourblind Vulpkanin/Tajara eyes into a Human gives the Human
the dark_view and unique colourblindness of said Vulpkanin eyes.

Removing colourblind eyes will take the disability with it, meaning the
person will have colour vision/low darksight.
2017-01-25 23:10:22 -05:00
Krausus f12b6be92d Tweaks cult datum initialization
- Moves cultdat setting from game modes' pre_setup to New
- Removes initialization messages
- Makes the cult datum only get created once
2017-01-14 00:02:52 -05:00
Aurorablade 1a6803c7bb Comments done mostly...Slughter demon whispers runtimes. 2016-10-27 20:44:54 -04:00
Aurorablade 811170f58f Updates 2016-08-18 04:08:31 -04:00
Aurorablade c1e27c7436 updated 2016-08-16 17:53:47 -04:00
Aurorablade 1641e3cd84 updateing branch 2016-08-16 02:23:08 -04:00
Aurorablade bb840f4dce Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-07-21 23:56:34 -04:00
Fox-McCloud 00a470fd6d removes stupid sdisabilities 2016-07-21 02:24:54 -04:00
SamCroswell e139f81412 PDA Slot Removal + PDA ID Changes 2016-07-15 00:54:14 -04:00
Tigercat2000 71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Aurorablade 7e37891e7f rawr 2016-06-09 23:44:14 -04:00
Aurorablade bad9d6457e Changes as follows:
Setupcult proc, new fire runes by jedr, the values in cult.dm are for
debugging calm down...I was going to add a lavaland sprite to the death
god changed my mind. Trying to set up damage types in the datums...Fake
runes now make the rune looks fake..
2016-06-07 23:53:34 -04:00
Fox-McCloud e17c6bde22 Another del->qdel pass 2015-10-08 16:49:10 -04:00
Fox-McCloud 0dbea7621f The Great Del() Cull of 2015 2015-07-09 02:48:34 -04:00
Fox-McCloud 89f2aea30d Insulated Gloves Fix 2015-03-08 19:12:35 -04:00
Fox-McCloud 4e4e7ae77f Crayons and Gloves 2015-03-06 21:40:57 -05:00
ZomgPonies 54791c57b5 Emergency: Removing WHISPER disability which infinite loops 2015-02-21 12:35:06 -05:00
ZomgPonies cfd9c09f0a Adds COMIC mutation and gives it to clown 2015-02-20 18:43:09 -05:00
Markolie d8d1670b68 Revert "Revert "Saycode/language/species port from Bay""
This reverts commit d54579850c.

Conflicts:
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/objects/items/devices/radio/intercom.dm
	code/modules/mob/living/silicon/pai/pai.dm
2015-02-20 17:46:35 +01:00
ZomgPonies d54579850c Revert "Saycode/language/species port from Bay" 2015-02-19 20:15:42 -05:00
Markolie 21926c9e48 Part 1 of saycode/language/species port from Bay 2015-02-17 23:20:50 +01:00
Artorp 69f5776aee Disability fixes
- Disabilities properly updated when new player is made

- Fixed epilepsy disability not linked to proper SE block
2015-02-08 14:20:57 +01:00
ZomgPonies fd53529ddc Removed stupid MELT genetic power that was broken anyways 2014-07-18 13:39:02 -04:00
d3athrowandZomgPonies 994a5bebbf Fix admins having to toggle genes several fucking times to get them to turn on sometimes.
Fix adminbus toggling genes on to cause all other genes to manifest - added genemutcheck proc and domutation proc to handle the changes.
Added a global list of gene datums that match the order of the randomized blocks in genetics to allow for easy lookup based on blocks and allows single gene checking to work.

Conflicts:
	code/game/gamemodes/setupgame.dm
	code/modules/admin/verbs/debug.dm
2014-07-17 05:27:05 -04:00
ZomgPonies f84214533a Removing even more unneeded test messages 2014-06-17 00:06:53 -04:00
ZomgPonies e3ed1c3781 Removed a lot of the useless testing and error logging from the runtime log. 2014-06-16 23:01:41 -04:00
Rob NelsonandZomgPonies 10350239a5 Add some parts of genetics 2.0 2014-04-30 14:14:24 -04:00
Rob NelsonandZomgPonies 1a2adaaadb Make good/bad mutations dynamically assigned.
Conflicts:
	code/game/dna/dna2_helpers.dm
2014-02-28 19:56:52 -05:00
Rob NelsonandZomgPonies f9aa992e55 Get rid of STUTTERBLOCK since it duplicates nervousness. 2014-02-28 19:11:13 -05:00
Rob NelsonandZomgPonies 593cae8ca7 Add more genetics debugging. 2014-01-28 23:34:48 -05:00
Rob NelsonandZomgPonies 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
Rob NelsonandZomgPonies bd25990ce2 Fix MONKEYBLOCK 2014-01-23 23:42:23 -05:00
Rob NelsonandZomgPonies 02d01626fb Fix M_FAT'd strings. 2014-01-21 23:00:16 -05:00
Rob NelsonandZomgPonies 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 NelsonandZomgPonies 95cc6a27b5 Standardize mutation constants, remove ambiguity, remove non-implemented muts.
Conflicts:
	code/_onclick/click.dm
	code/game/dna/genes/powers.dm
	code/game/machinery/wishgranter.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/alien/humanoid/life.dm
	code/modules/mob/living/carbon/alien/larva/life.dm
	code/modules/mob/living/carbon/human/examine.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_movement.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/living/carbon/species.dm
	code/modules/mob/living/damage_procs.dm
	code/modules/mob/living/living.dm
	code/modules/power/lighting.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/setup.dm
	maps/RandomZLevels/wildwest.dm
2014-01-21 22:36:19 -05:00
ZomgPonies c033a83316 Fixing my DNA2 fuckups 2014-01-20 03:43:06 -05:00
Rob NelsonandZomgPonies ace34c60b0 DNA2: New powers from Paradise's release of Goon's genetic code. Also added lisp disability.
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	html/changelog.html
2014-01-20 02:10:58 -05:00
Rob NelsonandZomgPonies 399cecfca9 Fixes.
Conflicts:
	code/game/dna/genes/powers.dm
2014-01-20 01:36:56 -05:00
Rob NelsonandZomgPonies b15d0213ac Finish rewrite of domutcheck. Time to test this bitch.
Conflicts:
	code/game/gamemodes/setupgame.dm
2014-01-20 01:35:56 -05:00
Rob NelsonandZomgPonies 04ab4903c6 Add DNA2 difficulties.
Conflicts:
	code/game/dna/dna2.dm
	code/game/gamemodes/setupgame.dm
2014-01-20 00:59:53 -05:00
Rob NelsonandZomgPonies 4a8ca0a7d4 Now tested up to character join. 2014-01-20 00:44:10 -05:00
Rob NelsonandZomgPonies db21525feb SAY HELO TO DNA2, N3X15'S AWFUL FUCKING RECODE OF DNA
Conflicts:
	baystation12.dme
	code/game/gamemodes/setupgame.dm
	code/game/objects/items/weapons/dna_injector.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/new_player/new_player.dm
2014-01-20 00:43:19 -05:00
ZomgPonies 00b101d7f2 Seperated ID and PDA slots 2013-11-01 13:28:58 -04:00
ZomgPonies 5daf979b72 Pretty much all new click code 2013-10-12 14:44:36 -04:00
ZomgPonies 692b8efdeb Added BS12 genetics 2013-09-10 15:11:22 -04:00
giacomand@gmail.com 384b2717b0 -Added a "landmarks_list"; the game will now check for landmarks in the list instead of the world.
-Did some optimizing to AI freelook.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4670 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-09 22:27:06 +00:00
baloh.matevz 5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
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
2012-08-15 23:15:55 +00:00
vageyenaman@gmail.com 49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00