50 Commits
Author SHA1 Message Date
Spookerton 978f4511a5 examine signature changed to include distance
- distance is INFINITE, 0, or a positive integer based on get_dist() between
the examiner and examinee's turfs when they are on the same Z. When the
examiner is dead or a ghost, distance is always 0.
- also updates /examine( implementations to use it!
- adds w_class_to_name proc for reusing "It is a X item." examine behavior.
2024-01-31 13:49:52 +00:00
Cerebulon dc6b9751bc Basic Uniform Resprite: Civilian 2022-10-24 22:32:03 +01:00
atermonera 9d71839ac6 Removes devices 2022-04-17 19:14:43 -08:00
atermonera 7a9806d9b4 Removes weapons 2022-04-17 19:14:32 -08:00
atermonera c7f1880394 Revert "What was supposed to be another straightforward major system overhaul that once again spiraled out of control (#8220)"
This reverts commit 4d8c43f106.
2022-03-29 16:01:32 -08:00
AtermoneraandGitHub 4d8c43f106 What was supposed to be another straightforward major system overhaul that once again spiraled out of control (#8220)
* get_tool_quality has numerical meaning

* Basic tools set tool quality

* Toolspeed is replaced by tool quality checks

* Addresses assorted results from live test

* Extra cleanup
2022-01-16 15:52:55 -08:00
NovacatandGitHub be7e5898c3 Voidsuit Balance Overhaul (#8106)
* Voidsuit Balance Overhaul

Overhauls the stats of voidsuits and tries to put them into niches. So far, I decided to go with a tier-based system.

Tier 1: Basic voidsuits available to the station and can be purchased from Cargo fairly cheaply (35 points).
Tier 1.5: These are slightly improved over Tier 1, but not as good as Tier 2. Currently, only the exploration/exploration medic voidsuits fit the bill.
Tier 2: These voidsuits are available to the station, but can only be purchased from Cargo at higher prices (60 points).
Tier 3: Mercenary voidsuits.

One of the key factors in this overhaul is that the slowdown on voidsuits was made granular. Instead of all voidsuits having a slowdown of 1 or 0, most voidsuits will have a slowdown of 0.5, while voidsuits that have really good protective attributes (such as security voidsuits) will move slower.

As well as this, most higher end voidsuits were given better breach threshhold and resilience values, because even the most heavily armored voidsuits were way too easy to pincushion for some reason.

On top of this, most voidsuits were given niches.

Engineering Voidsuit (Tier 1): Moderate radiation protection, Slightly better pressure/heat protection. Moves slow (Slowdown 1)
Hazmat Voidsuit (Tier 1): Perfect Rad Protection, but loses pressure/heat protection of engineering voidsuit. Also Slow.
Construction Voidsuit (Tier 1): Lighter than Engineering/Hazmat suits, but lacks either radiation protection or pressure/temp protection. Has a bit of extra armor, too. Mostly for field use.

Reinforced Engineering Voidsuit (Tier 2): Has good pressure/temp protections, perfect radiation protection, and moves pretty well.
Salvage Voidsuit (Tier 2): Same as above.

Mining (Tier 1): Fairly decent melee/bomb armor, and slightly harder to breach. Also mild radiation protection. Heavy.

Frontier Mining (Tier 2): Same as above, except lighter.

Medical (Tier 1): Normal weight, has some radiation protection, but otherwise unremarkable.
EMT (Tier 1): Exchanges radiation shielding for additional armor. Normal weight.
Biohazard (Tier 1): Highish melee protection and high atmos protection. Designed for EMTs in extremely hazardous enviornments.

Vay-med (Tier 2): Zero weight, still made of paper mache.

Security (Tier 1): Moderate protection all round, heavy weight.
Crowd Control (Tier 2): Focus on melee/bomb protection, 
Security EVA (Tier 2): Focus on Ballistics/Laser protection.

Atmospherics (Tier 1): Pretty much the same. Super High atmos/fire protection. Extremely slow. Extremely hard to breach.
Heavy Duty Atmospherics (Tier 2): Same as above, except lighter.

Exploration (Tier 1.5): Normal weight and armored, but skimps on ballistic armor. Not quite as armored as security voidsuits. Above average rad protection.

Field Medic (Tier 1.5): Loses some of the armor, but gains more rad protection and some heat/atmos protection.

Pilot (Tier 1): Some very light armor plating, minor rad protection, otherwise unremarkable.

Blood-red (Tier 3): Mostly the same, except extremely hard to breach now.

Soot-covered Voidsuit (Tier 3): Heavier than the blood-red, but also pressure and fireproof. Loses a very little bit of ballistic/melee protection for excellent laser protection.

* Accidentally copypasta'd a bit too much

* Adjusts Breach Values
2021-05-29 09:39:52 -09:00
MistakeNot4892 a9537638bf Repathed/renamed seromi to teshari. 2021-03-23 09:14:55 +11:00
Killian fa96bf3483 no_cycle logic 2020-06-25 11:43:37 +01:00
Aronai SieyesandGitHub 6c6644f86c Rewrite examine() to pass a list around (#7038) 2020-04-29 13:42:16 -07:00
Heroman3003 8ea3a0f589 Allows voidsuits to be modified in hands 2019-04-17 11:46:06 +10:00
InterroLouisandGitHub 8e51c81313 Update void.dm 2019-04-01 04:00:07 -04:00
atermonera 8df0f8cc75 Tweaks values, reduces oxyloss while in soft vacuum or protection 2018-12-20 21:38:34 -08:00
Anewbe 729ce71aa0 Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format 2018-08-02 21:45:15 -05:00
Anewbe 5212fa152b Species names should now use defines 2018-03-15 20:24:45 -05:00
CerebulonandAnewbe b7090d7df2 Adds Tajaran Akhani language. (#5032)
* Adds Tajaran Akhani language.
Fixes plural form of Tajaran (Tajara->Tajaran) in about 50 places.

* Gives the language a colour distinct from Siik.

* Changelog
2018-03-11 16:55:08 -05:00
Anewbe 85274d501c Voidsuits breach more easily 2017-10-19 02:40:33 -05:00
AnewbeandGitHub 1a7d47fc6b Merge pull request #3676 from Neerti/8/3/2017_tool_update
Updates Tools
2017-08-04 14:05:06 -05:00
Neerti 99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00
Anewbe fdfec79e6c Tweaks prometheans 2017-07-29 20:14:20 -05:00
SinTwo b4bb348e01 clothing mob sprites fix 2016-07-23 23:49:57 -04:00
SinTwo 7192bf08fd item_state cleanup 2016-07-11 22:31:32 -04:00
ZuhayrandYoshax 6281516826 Generalizes the accessory system to work for suits. 2016-05-27 23:01:47 +01:00
Datraen beda3185eb Reverts the second mob clean up because of incomplete implementation.
This caused an error that would then cause machinery to hang on the server, and was reproduced successfully.
2016-05-04 00:24:55 -04:00
Hubblenaut 4e072f8b9e Adds object sprites for teshari voidsuits 2016-04-28 16:01:42 +02:00
Datraen 13db5ee7f7 Resolves a missing implementation of the new item removal proc. 2016-04-25 21:43:12 -04:00
Kelenius df5a0d7941 Mob inventory cleanup
Replaces three item removal procs with one
Adds a proc to delete an item on the mob
2016-03-24 01:23:08 +03:00
Neerti 960a64e760 Allows suit cooling units to be attached to voidsuits. 2016-02-04 12:38:20 -05:00
SinTwo 897e6c8382 Fixes some clothes. 2015-12-07 22:49:32 -05:00
SinTwo 8c816a9f28 Helmets 2015-11-08 18:10:34 -05:00
Techhead0 14d940eac6 Changes .loc= to .forcemove in magboots.dm, rig.dm, and void.dm. 2015-08-25 09:58:44 -04:00
Chinsky 7241c2f2d1 Merge pull request #9947 from mwerezak/breacher
Makes unathi breachers fit unathi only
2015-08-15 22:04:36 +03:00
mwerezak 263f721f3e Updates more hats
Also moves hat inhands to separate dmi.
2015-06-28 01:50:05 -04:00
mwerezak a3dde19498 Makes suit species_restricted handled by whitelist instead of blacklist 2015-06-27 00:51:11 -04:00
Techhead0 f2f34b9a38 Minor tweaks to voidsuits.
Component removal uses a dialogue box instead of removing items in a set order.
Renames "Eject Tank" to avoid duplicate verb names.
Changes order of components when equipping voidsuits.
Two user message changes.
2015-06-08 05:30:11 -04:00
Zuhayr c06323ef7a Merge pull request #9199 from Techhead0/voidmachine-englishlists
Changes machine frames and voidsuits to use proc/english_list() and removes frame_desc
2015-05-12 14:20:37 +09:30
Techhead0 f6977dd8ed Changes machine frames and voidsuits to use proc/english_list()
Also includes formatting changes to voidsuit examine.
2015-05-11 20:29:35 -04:00
Techhead0 95aef467a0 Magboots can be worn over shoes
Equipping magboots or a voidsuit with magboots installed will place them
over any existing shoes. Existing shoes are replaced on feet when magboots
are unequipped. Magboots cannot be worn over other magboots.
Fixes #9125
Changelog for this and my previous voidsuit changes included.
2015-05-09 14:20:03 -04:00
Techhead0 d27f7ef799 Voidsuit Examine info.
Examining voidsuits will tell you what items are installed (with tiny icons) and the pressure of any installed tanks.
2015-04-13 11:08:07 -04:00
Techhead0 c8487db13b Eject Tank verb and span classes
Now you can eject your tank onto the ground while wearing the suit.
Toggle Helmet verb now uses span classes.
2015-04-13 05:02:20 -04:00
Techhead0 ac2ded9c86 Voidsuit Suit Storage
Tanks can now be installed in the suit storage slot of voidsuits, a la
helmets and magboots. Order of removal is Tank>Helmet>Boots.
2015-03-27 21:56:05 -04:00
mwerezak 39363749ca Fixes suit breach_threshold not being applied. 2015-02-21 13:15:02 -05:00
mwerezak 75e0458102 Fixes voidsuit attachment deployment not checking mob_can_equip() 2015-01-30 22:02:07 -05:00
mwerezak 0ebe28dbea Fixes #7958 2015-01-28 13:19:01 -05:00
Zuhayr b073c03708 Added xenomorph exclusions to space suits and helmets. 2014-12-27 08:10:55 +10:30
D Anzorge fe32bdc9a2 Fix bug making it impossible to detach voidsuit boots 2014-12-12 11:50:11 -05:00
Zuhayr 33406d6e47 Removing macros. 2014-12-02 02:51:14 +10:30
Zuhayr 42c6efbc61 Fixes most of #7206, fixes #7200, fixes #7184 2014-12-02 02:34:34 +10:30
Zuhayr 823f01f4bf Changed helmet lights over to a general system/overlays. 2014-11-16 13:40:13 +10:30
Zuhayr ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30