Commit Graph

58 Commits

Author SHA1 Message Date
Anewbe
534a588a6a Gun changes (#4185)
* Various background gun changes

* Forgot to include the sounds, woops

* Fixes some more gun stuff

* Makes the cham gun work again
2018-02-12 23:12:14 -08:00
Anewbe
2eac03ec08 Adjusts certain simple mobs, adds some things (#4778) 2018-02-10 23:31:03 -08:00
MarinaGryphon
72318d46b6 Replaces most of the gender macros. (#4681)
* Fixes #4632.

* 1:27 am coding best coding

* fixes a warning

* Removes the last of the gender macros. Gender is dead.

* gender II: the travis-ing

* linebreaks are dead too.

* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
2018-02-03 14:40:09 -06:00
Neerti
d0d6689263 Web Shuttle Update
Adds autopilot functionality for shuttle one and shuttle two. It can be enabled and disabled by the flight computer.
Autopilot is active by default on both shuttles. The shuttle waits for two minutes when it reaches the outpost or station, except for the first flight, where it waits for about ten minutes, which should be plenty of time for people to get on and for the pilot to turn it off if one exists.
Adds renaming feature to all shuttles.
Ports /tg/'s 'shuttle warning' effect, which adds a bunch of blue circles where a ship is about to land, which should prevent surprise shuttle crushes if paying attention.
Flight times for all routes are cut in half to act as the bonus for flying manually. Automatic flight takes twice as long, and so it will take the current amount of time.
Makes Ninja shuttle faster because Nippen steal.
Does some cleanup with temporary effects.
2018-01-14 14:03:58 -05:00
Leshana
064f2fe9ca Additional types which need Destroy to return qdel hints (and other Destroy fixes) 2017-12-30 16:02:27 -05:00
Neerti
7497aef295 work 2017-11-26 12:08:05 -05:00
Anewbe
a0ed4365f0 Rebalances Firestorm 2017-10-21 13:58:19 -05:00
Neerti
b8a7749351 Technomancer Golem Tweaks & Simple Animal Health "Refactor"
Simple animals now use the base health system that most other mobs use.
Fixes a bunch of Destroy()s so that they should qdel properly.
Mend Synthetic can heal synthetic simple animals.
Adds attack and spellcast animations to the golem.
Adds system to manually flick because byond is stupid sometimes.
Removes shield and reflect spells from the golem since SAs can't use shields at the moment.
Adds more helpful spells to the golem.
Golem and the Lost Drone now use the 'synthetic_evil' speech bubble.
2017-09-30 22:24:42 -04:00
Anewbe
d279c188c9 Adds the enchancement_desc 2017-09-20 13:10:06 -05:00
Anewbe
a8c9b61b75 Condensation can now freeze floors, if you have the scepter. 2017-09-18 16:34:21 -05:00
Neerti
d741b0e987 Slime Update
Pink Slime Aura and Mend Synthetic (technomancer) should now fix FBPs again.
Adds procs to get the 'real' number of damage from humans, including limb damage on prosthetic limbs.
Slime following made a bit more robust, slimes (and other simple animals) stop wandering when following.
Slimes following a leader that passes the can_command() check will refrain from attacking things if not attacked first.
Slime kill command implemented, requires the slime to be in your faction or be the slime's friend, and not just obedient.  This can be accomplished with end-game slime agents.
Slimes require three 'free' tiles to split, which should prevent super overcrowed cells and by extension avoid Amber Tide from crashing the mob controller.
Dark Blue Cold Aura now properly adjusts temperature based on protection gradually instead of instantly setting to the lowest value.
2017-09-17 13:18:16 -04:00
Neerti
bb7be9b628 Tweaks instability
Instability should now feel more responsive and less sluggish to go away.  Instead of it being removed at a semi-random and slow rate, it now has a semi-defined half life of about 46 seconds (IE 100 instability will be around 50 in 46 seconds).  The radiate pulse now occurs every Life() tick as well, and by extension the light radius update, so you should be able to see your purple halo adjust faster.

This unfortunately necessitated tweaking to the strength of instability events.  Instability events should happen more often to compensate for it going away faster.  It may need to be tweaked further.

Instability Glow (IE radiating) now radiates the instability decayed in the Life() tick instead of a third of the current instability.  This means people have more time to get out of the purple light before they start glowing themselves.  Two glowing people tend to equalize their instability if adjacent for awhile, while a third person can cause runaway instability, as normal.

Glowing now starts at 10 instability instead of 30.

Technomancer cores show the instability delta in their stat panel.

Message for standing in purple made bigger and purple-er.

Fixes bug with certain spells which waited for the effect to go off before qdeling the hand item.

Fixes leftover Xenobio tests in example map defines.
2017-09-11 11:46:35 -04:00
Anewbe
42e8bb6284 Merge pull request #3767 from Neerti/8/10/2017_make_xenobio_old_again
Make Xenobiology Old(ish) Again
2017-09-10 17:12:38 -04:00
Spades
72c249f0ef Weapon sound improvements from TG, take 2 (#3772)
* Sound Improvements

Ported some sounds from TG. I was getting sick of the current pistol
sound. Didn't sound meaty enough so I changed it.

I also didn't like the default gun firing sound so I changed that too.

I also brought in a couple more sound files from TG just in case those
ever get used. No use for them currently.

While I was at it, I fixed the incorrect naming of some sound files in
audible_deception.dm for Technomancers because I was editing the file
anyway and a separate PR would make conflicts.

* I forgot to press save on this one

I tend to do that a lot

* Laser sound too.

* Adds back commented out code because reasons
2017-09-09 15:40:26 -04:00
Neerti
4bfcec55f2 work 2017-09-04 21:52:47 -04:00
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
c51b33fef2 Adds more technomancer icons 2017-07-26 17:07:19 -05:00
Anewbe
a2f6bfc68e Mend Synthetic actually repairs FBPs 2017-07-23 14:04:13 -05:00
Anewbe
f7f6280d48 Fixes Overload 2017-07-22 18:55:13 -05:00
Cameron653
e158fcd3cc Macro Replacements. (#3574)
* A preface to my madness

Travis failed one of my PR's because I copied old code
that used /red /blue /green.

Because of this, I am going to find and replace every
instance of it that I find.

Also this is a test commit to make sure I'm comitting
to the correct branch.

* /blue /green /red replacements

Dear god.

A slow and painful death from acid is more fun than this.

I wouldn't wish this torture on my worst enemy.
And this is only the beginning

* Replace part 2.

Time to fix the human error.

* Fixes mismatches

* Sets macro count to 220

One above the current number of macros in the code.

* Fixes last of the mismatches.

* Removes spaces, replaces \black

Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen

* Updating macro count again

* More fixes!

* Issues fixed! For real this time!

I swear!

* Fixing all the merge conflict files.
2017-07-19 12:47:23 -05:00
Anewbe
801d91ba8b Merge pull request #3421 from Neerti/5/5/2017_technomancer_changes
More Technomancer
2017-05-09 17:54:53 -05:00
Neerti
b76b2c34a7 More Technomancer
See PR
2017-05-05 19:02:48 -04:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Neerti
ec366d5d74 Makes Technomancer use modifiers, fixes a few bugs 2017-04-28 16:27:51 -04:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe
1fbef2de5b Merge pull request #3286 from VOREStation/smooth-lighting
Port tg/paradise/goon soft-edge lighting
2017-04-15 22:52:42 -05:00
Anewbe
d1657e23c2 Ling and Technomancer now have ways to cure infections 2017-04-12 19:15:32 -05:00
Leshana
f2956464b8 Replace direct access of lighting overlays with T.get_lumcount() 2017-04-12 19:11:53 -04:00
Arokha Sieyes
9660186dfd Not So Simple Animals (#3103)
* Merge two not-really conflicts

Thanks git, that whitespace conflict was super important?

* DME merge

* Added defines for mobs used by simple animals.

* Lost a slime along the way

* Disable debug settings

* HONK!!!

* Remove redundant hostile decls

* Replace loc= with forceMove in old SA code

I guess I should think of the children.
2017-03-22 14:30:07 -05:00
Anewbe
19710d9bd8 Reworks empulse and emp_act 2017-03-05 12:22:45 -06:00
MagmaRam
28856121a1 Merge pull request #2768 from Anewbe/wizbiz
Technomancer changes
2016-11-24 14:40:36 -06:00
Anewbe
1d30a71932 Technomancer changes 2016-11-17 20:11:21 -06:00
Anewbe
cdef74bcdc Lightning spells and bioelectrogenesis will no longer stun outright 2016-11-15 21:49:06 -06:00
Anewbe
5bb82a0e25 Fixes borg shocks 2016-11-07 20:45:15 -06:00
Neerti
8bf97faaef Another Big Technomancer PR
See PR for details.
2016-10-22 11:51:12 -04:00
Anewbe
01b4c80ce4 Fixes Track spell 2016-10-13 18:27:28 -05:00
Neerti
955b5d1525 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 10/12/2016_overload_correction 2016-10-12 19:28:51 -04:00
Neerti
9404ad98fd Overload Description Correction
Overload should correctly state how much damage it does, which is 0.3% of current charge, or 0.4% with the scepter of enhancement.
2016-10-12 19:26:39 -04:00
Anewbe
bfb6857a26 Gives Chain Lightning an icon 2016-10-08 20:28:41 -05:00
Neerti
0d140349b3 Technomancer Bug Fixes & Tweaks
Cores can now be locked and unlocked by a verb.  Locked cores cannot be removed by anyone.  Cores automatically unlock if the wearer dies or otherwise stops existing for some reason.
Healing spells now induce a flat instability cost on the healer instead of it being split between healer and healed.  The amount healed is greatly increased if used on someone besides the healer.
Mend Organs is now called Great Mend Wounds, and now heals broken bones, IB, eye damage, and blood loss in addition to internal organs.
Radiating instability (the purple glow) now gives a warning to people afflicted.
Instability discounts should start applying correctly for specific cores.
Instability now affects all living mobs and not just humans.  This includes borgs and simple animals.
Phase shift now adds ongoing instability while hiding inside the rift.
Projectile spells should be logged now.
Wards last forever, and should not die in vacuum now.
Restoration aura is now green colored and not blue.
Simple mobs and cyborgs are now harmed by lightning.
2016-10-04 21:09:15 -04:00
redstryker
34176fa441 Fixed some errors and added it to technomancer sounds. 2016-09-23 15:29:20 -04:00
Neerti
8d37a86ba5 Technomancer Tweaks
Cost for various spells and equipment adjusted greatly.  In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.
2016-09-18 20:48:01 -04:00
Neerti
515ba0677a Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
2016-08-19 19:21:55 -04:00
Anewbe
703a98ed60 Makes overload actually ignore armor 2016-08-01 18:20:16 -05:00
Anewbe
519331aa37 Tweaks Degen Aura and Overload 2016-08-01 00:54:40 -05:00
Yoshax
4779026748 Merge pull request #2242 from Neerti/7/31/2016_technomancer_fixes
Technomancer Fixes
2016-08-01 01:18:13 +01:00
Neerti
3d11717d13 Technomancer Fixes
Unstable Aura will no longer do a hundred times its intended damage.
Gambit should no longer give base spell templates.
Wards should die properly now.
Track will no longer list the user as a valid option.
Shields should now stop projectile effects like stunning, if blocked.
2016-07-31 20:08:10 -04:00
Neerti
a0b46a79ee Technomancer Additions Yet Again
Adds cores and other belongings to the tracking list for Track.
Cores worn or held by nontechnomancers cause instability buildup.
Frost Aura glow is now blue and not red.
Illusions can now do emotes as well as talk.
Illusion talking shouldn't be ruined due to double sanitize.
Phase Shift should work properly now.
Freedom and explosive implants can be bought in the catalog.
2016-07-28 01:06:33 -04:00
Neerti
09a57710a2 Technomancer Additions/Fixes
Moves spell HUD so it doesn't cover instability warning.
Makes Instability radiate out towards other humans at sufficently high amounts.  People radiating instability will glow purple light.  It is adviced to keep your distance or you will get instability as well.
Mark can no longer be cast on the admin z-level.
Adds Gambit, a spell which will randomly give you (almost) any spell that exists.
Shield now causes a bit of instability when blocking.
Recall will bring anyone who is grabbed along for the ride when cast.
Disposable Teleporters now function correctly.
Instability decays faster.
2016-07-21 18:22:15 -04:00
Neerti
e1e0933657 More Technomancer Work
Adds two new spells;
Track: which functions similarly to a pinpointer for technomancer objects and apprentices.  With a scepter, it will be able to track anyone as well.
Targeting Matrix: which assists in targeting with whatever is in your off-hand, for a price in instability and energy per shot.
Adds Gloves of Regeneration, which passively trades healing for hunger, as well as stabbing your hands with needles.  They also insulate your hands.
Adds Boots of Speed, which act as no-slips and make the wearer run slightly faster than normal.
Adds the new gun sounds to Audible Deception.
2016-07-18 22:03:02 -04:00