Adds ability to attack mobs by clicking their tile.
When someone clicks a tile with a weapon while off help intent, and if a mob is occupying that tile, the mob will be attacked as if they were clicked directly.
If more than one mob is on a tile, one is chosen randomly.
You cannot hit yourself by clicking your own tile.
Weapons with cleaving abilities will attempt a cleave on the tile clicked on, making it very easy to hit (simple) mobs with those weapons if near you.
Other changes.
Cleave proc can accept any atom now and not just a mob.
Also cleans up weapons deciding how they can cleave somewhat.
* adds cursed sword and 'haunted' object framework.
* fixes back.dmi conflicts
* adds cursed blade ghost pod
as well as fixing some ghost pod oddities
* fixes misc.dm conflicts
* adds cursed sword cave POI
* makes cursed sword use voice mob
as opposed to a brainmob
* 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
Axes executing a cleaving attack now has a visual effect to show the tiles that can potentially get hit.
Gives hatchets and the energy axe the ability to cleave.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Rewrites shield handling to be less hardcoded.
Shields now take into account the damage source and direction when blocking.
Riot shields no longer block most bullets, but are better at blocking melee and thrown items than they were previously.
Energy shields block projectiles with a similar probability as they did before, and block melee and thrown as well as riot shields do.
Shields no longer block from directly behind the player.
Weapons now only block melee attacks.
Cool effects when blocking with an energy shield or energy sword (including holoswords).
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
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.
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.
The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.
To any coder wanting to add items to this:
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.
Parrots can now see which item they are holding onto in the stat panel.
The toy crossbow should once again work properly. Fixes Issue 1227.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm
Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e