Commit Graph

69 Commits

Author SHA1 Message Date
Ashe Higgs
cbdcd08691 Malf AI module refactor and small additions (#28334)
* Refactors malf AI modules to modern standards

* Updates the goonchat stylesheet

* Moves air and fire alarm overrides

* squash commits!

* Fixes some things

* Review, fixes

* does the thing!

* Requested changes
2017-06-21 15:35:03 -04:00
Jordan Brown
b6538c50e2 Fixes, css, removes changefont 2017-06-08 12:52:25 -04:00
Jack Edge
be7b49422e Adamantine golem leadership
🆑 coiax
add: Adamantine golems have special vocal cords that allow them to send
one-way messages to all golems, due to fragments of resonating
adamantine in their heads. Both of these are organs, and can be removed
and put in other species.
add: You can use adamantine vocal cords by prefixing your message with
":x".
del: Xenobiology is no longer capable of making golem runes with plasma.
Instead, inject iron into the adamantine slime core to get an incomplete
golem shell, then complete it with 10 sheets of a suitable material.
/🆑

Adamantine Golems are the starting Free Golem spawns, and they are
previously just as ordinary as Iron Golems, which are strictly worse
than a variety of other golem materials. This gives them limited one way
telepathy, to act as leaders and communicate to the other golems.

They're vocal cords because it's a suitable fit for the vocal cord code,
and recieving it is organ based because more organs are always fun.

Making "leadership" slave golems is somewhat of a contradiction, and
they're also somewhat easy to spam. This requires xenobio to at least
have some spare materials lying around (remember, you can use metal and
glass or plasteel).
2017-05-05 18:08:40 +01:00
Cyberboss
5d61c5b64e AHelp improvements (#26092)
* Ahelp refactor

* Same ticket nagging

* Remie review

* Dead code

* Require tickets for PMs + other fixes

* Remove full monty redundancy

* Stylesheet

* Listings refresh

* Add ban logs to tickets

* Tickets can stay associated after reconnect

* Don't show active disconnected tickets in the main list

* Ticket titles

* More beautiful + fixes

* Needful

* IC issues close the ticket, feedback, and other stuff

* Move shit around

* IC issue -> resolve. Inline with the meaning of resolve. Documentation

* Classic style + fixes

* Width

* Formatting

* Whoops

* Formatting

* That top note

* That cream

* Pure vanilla

* move to status panel

* Fix the listing

* Sleep checks

* Stay frosty

* Allows close/resolve of disconnected players

* Ban logging will work if the player logs out.

* Sorted closed and resolved lists

* Fixes

* IRC commands

* More feedback

* Small fix

* Unfix

* Just witnessed a memetide of tickets

* Make the timer unique for good measure

* Fix

* Make it use QDEL_LIST

* Fix

* colorful

* Fix

* No more name prompt

* Retitling

* Fix

* Fix

* < CANT CODE

* Phrasing

* The better

* Better linking and stuff

* Language

* Bluh

* This may have broke things, let's back up

* Ticket reopening

* Admin panel verb for viewing a ticket list

* Slightly better refreshing

* Improve reject and IC issue wording

* Log client disconnects and reconnects

* Hopefully fixes the same issue issue

* This should be here

* Almost a terrible idea

* More feedback

* Better timing

* Better timing and logging

* Adding notes

* Improves teleport logging

* saddest commit in history

* Fix feedback counters for reopened tickets

* Fixed
2017-04-19 18:54:26 +02:00
coiax
d6c44b2832 Adds colours to languages that lack them (#26217)
🆑 coiax
add: Drone, monkey and swarmer language now have distinctive colours when
spoken.
/🆑
2017-04-15 10:40:33 -06:00
coiax
7554b5f454 Language datums; removes the talk wheel (#25333)
* Initial burst of languages

* Scratchings of beginnings

* Code review I

* Compilation!

* You can now understand your own speech

* Fixes whispering

* Gets typecaches working again

* Remie's `PASS`ing

* Back to pass() to stop the compiler whining

* Why can't drones check their languages

* Everyone speaks how they should

* Removes world string debug stuff

* Currently failing to massage radio code into working

* The radio transmits the languages!

* ,0 to talk common

* Replaces speech wheel with language menu

* Observers can speak all languages

* pAIs now speak languages FOREVER

* New action button for language menu

* pAIs have an action button to open their language menu

* AIs can talk and all that

* AIs have a language menu button

* Fixes supermatter making strange noises

* Fixes AI holopads

* Fixes request consoles

* Fixes bots making strange sounds

* Meaningless MMI change

* Some caching of datums

* Brains in MMIs speak common

* Ratvarian AIs can only speak Ratvarian

* Tables can speak common, apparently

* Removes var in args

* Fixes the (AI Eye) problem

Thanks to Shadowmobile for their help with this one.

* Fixes tape recorders

* Fixes humans being able to speak in languages they did not know

* Adds some new posibrain names

Honk.

* The voice analyzer replies in the language you spoke to it

* Gives swarmers only swarmer language

* `initial_languages` var.

* OMNITONGUE, clockwork restrictions

* Fixes barmaid and bardrone language abilities

* Code review I

* Omnitongue correction

* Code review II

* Removes force_compose var
2017-04-02 21:03:40 +02:00
coiax
4c66182ff0 CTF teams have their own radio channels + fixes (#25456) 2017-03-25 19:53:03 -03:00
Joan Lung
db94a3d83b His Grace is a better item and less globally-announced (#23951)
* His Grace is a better item and less globally-announced

* grace

* graceful

* tiny eyes!

* tiny eeeeyes

* less lethal

* You must have His Grace.

* You just need to compile His Grace.

* highly lethal grace

* ding ding ding you're super fucked

* rrr

* His Grace
2017-02-16 15:18:45 +01:00
AnonymousNow
765d17c86a Changes Command departmental channel back to gold (#23987)
* Changes Command departmental channel back to gold

I don't know how Github works and I'm likely about to break /everything/ in a domino effect cataclysm the likes of which no-one has ever seen. But if this actually works, then what does that say for the future of humanity?

Changes the Command departmental radio channel's colour from its current navy back to its original gold, reverting a change in November. It suits the setting better (was blue/navy ever associated with command? It was usually green or gold), and makes it more distinct from Medical's lighter blue. If I have trouble telling the difference on the fly, with my above-average colour vision and relatively high saturation setting on my screen, then what've other people been doing?

* Changes Command departmental channel back to gold (darker)

Changes the Command departmental radio channel's colour from its current navy back to (a darker) gold, changing a pull in November. Image attached; edited together from uraniummeltdown's PR, which added the Bay colours, showing the gold, navy and Medbay blue.

It suits the setting better (was blue/navy ever particularly associated with command? It was usually green or gold, unless you're focusing on the captain's outfit), and makes it more distinct from Medical's lighter blue. If I have trouble telling the difference on the fly, with my above-average colour vision and relatively high saturation setting on my screen, then what've other people been doing?
2017-02-14 10:32:18 +11:00
Joan Lung
11f4f48691 Merge pull request #22370 from XDTM/VoiceOfGod
[Ready]Voice of God, a new colossus reward
2016-12-28 17:43:00 -05:00
XDTM
7a25ef1436 i can't hear you narsie 2016-12-27 21:40:27 +01:00
Joan Lung
2c39711ab5 New Hierophant sprites (#22404)
* New Hierophant sprites

* actual boss sprites: MAYBE

* byond does not actually catch this error

* anomaly

* I'm a sucker for stupid-ass puns
2016-12-26 19:30:37 -05:00
uraniummeltdown
4901416d05 Changes a few radio channel colors (#21476)
* changed a few radio channel colors to be like bay's ones

* engineering and supply back to normal
2016-11-14 19:08:17 +13:00
uraniummeltdown
ea81370dce Cortical Borers (#21118)
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.

Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.
2016-11-10 09:25:41 +13:00
Joan Lung
7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00
Joan Lung
79b226feb8 The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective (#19864)
* The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective

* you're so fucked

* behold

* clang
2016-08-16 10:24:36 +12:00
Joan Lung
01e74ea035 Colossus now uses an overridden devour() proc to disintegrate (#19618) 2016-08-01 16:03:37 -05:00
Joan Lung
ed67b868aa Hierophant Messages now support arbitrary span classes and titles 2016-06-30 07:56:49 -04:00
Joan Lung
fa97d754cd Neovgre span class is now red instead of dark blue (#18987) 2016-06-28 15:52:41 -04:00
oranges
3250d74eb5 Revert "Removes umbras" 2016-06-22 09:06:05 +12:00
Xhuis
a717ab41c6 Removes umbras 2016-06-20 02:10:56 -04:00
Xhuis
75d9e4174f [s] Lavaland Patch (#18398)
* Commit squash before update to master

* Removed repathing and slot machine shenanigans

* Legion spawn changes

* Map edits, round II

* Some changes

* Removes map changes, hopefully

* Conflicts 1

* Updates the maps

* Conflicts 2

* How about now?

* Remaps the colossus arena

* Restores old colossus spawning
2016-06-16 22:00:09 -05:00
Xhuis
527dddd95d Complete Revenant Rewrite (#18522)
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.

Total change list:

    Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
    Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
    Umbras' health is not based on vitae but has a hard cap at 100.
    Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
    When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
    Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
    EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
    Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
        Toggle Nightvision is self-explanatory.
        Discordant Whisper is identical to the original revenant's transmit.
        Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
        Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
    Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
2016-06-17 10:58:07 +12:00
Joan Lung
cd887746f9 dlique no 2016-06-06 09:39:53 -04:00
Joan Lung
f64e687250 Adds the Clockwork Obelisk, Mania Motor, and Vitality Matrix 2016-06-05 18:45:32 -04:00
Xhuis
c9552c5d70 Readds missing spans 2016-05-16 18:20:30 -04:00
Xhuis
23073619a2 Conflicts III 2016-05-15 00:59:44 -04:00
Xhuis
45ef8a5e00 Ratvar, the Clockwork Justiciar 2016-05-15 00:59:28 -04:00
Shadowlight213
320bb39eba Removes abductor ability to use guns. (#17515)
* Removes abductor ability to use guns.
Removes agent starting out with an alien blaster

* removes comment

* Makes Abductors able to use alien pistol

Alien pistol now has ALLOW_ALL trigger guard to overcome abductor's
natural NOGUN.

Pistol now starts in the backpack, and the wondertool on the belt.

In addition:
 - Replace multiple copies of IsAbductor() with a single isabductor()
   proc in code/__HELPERS/mobs.dm
 - Adds icon for alien firing pin
 - Adds abductor span for ayylien communication
2016-05-11 20:28:52 +01:00
bgobandit
dc9c725e41 Adds the clown megaphone. Standardizes megaphone font. Fixes typo. Adds self to admins.txt. 2016-04-04 02:13:33 -04:00
Nerd Lord
420d637f1e span classes update, reset guardian can now remove specific guardians instead of checking for each 2016-03-28 12:02:07 -04:00
KorPhaeron
66ed7605d7 Command Headsets 2015-12-22 09:36:10 -06:00
Nerd Lord
1414070115 Cult theme update;
Cult stuff uses cult span classes for the most part.
There are beams when using blood drain on a target and when reviving a target with the raise dead rune.
There's a nar-sie maw when you sac something, holy shit.
Sac invocation is now the old invocation, and it worked in testing I promise.
Updates construct descriptions to match what they tend to do.
There's like one or two bugfixes, you can examine talismans as a cultist without the paper menu popping up.
The supply talisman popup is like 50% smaller.
2015-11-27 21:53:56 -05:00
Nerd Lord
757d009e4f Constructs now have action buttons!
Cult floors and walls now have a glow effect when spawning in.
Nar-Sie uses a span class just for it spawning. Get spook.
2015-11-16 15:20:13 -05:00
Nerd Lord
75ae073552 Revenants now have cool, revenant-y spanclasses, also Fixes #12723 and a bug where the 'no key found' message in reforming would always trigger and the key of the revenant to reform would never appear. 2015-10-29 13:09:08 -04:00
Remie Richards
ec3be464f3 Allows Species to set custom say spans. 2015-10-18 17:17:27 +01:00
Xhuis
1178fbe079 Major cult changes
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.

It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.

Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.

Miscellaneous tweaks:

    Blood boil runes now explode when used
    Convert runes can now work solo, but take time
    Armor runes now only provide the basic armor set
    Tomes now do a static 15 burn damage and play a sound
    If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
2015-09-16 10:04:49 +12:00
Jordie0608
84a373ad90 makes auto_declare_completion_ use printplayer() 2015-08-31 20:55:12 +10:00
Jordie0608
f7b66edb17 migrates admin memos to use database 2015-07-19 17:01:38 +10:00
Ikarrus
9ea462bdd8 Changes Default Admin OOC Color
To make it more distinct from security radio, and the rest.
2015-07-04 09:55:21 -06:00
Alexander P. Ulan Hernandez
ebc6041f9f Comitterydoo
Adds Xhuis' second shadowling fix, along with a slight rework and
expansion of the veil spell.
2015-06-29 03:58:03 -04:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
Xhuis
df319a7469 Beginnings of new update 2015-05-16 22:06:42 -04:00
Xhuis
f6c8b3bfc5 Replaces fonts with spans, adds defines 2015-04-13 19:42:50 -04:00
Xhuis
c9338f7212 Shadowling: RELEASE EDITION 2015-04-11 11:42:02 -04:00
Fayrik
4f43fff199 Issue fixes! All that, and more! 2015-03-29 03:54:41 +01:00
Miauw
1873143e63 Initial say cleanup commit. 2015-03-18 19:23:31 +01:00
phil235
29609457f5 Makes the message when you're attacked slightly bigger for better visibility."
Changes two "for... show_message()" into "visible_message()".
2015-03-12 23:15:54 +01:00
paprka
d7b2616720 Fixes stylesheet 2015-02-22 03:51:18 -08:00
paprka
964544d16b bolded yelling and missing green span 2015-02-21 04:17:55 -08:00