Commit Graph

73 Commits

Author SHA1 Message Date
Chris
ad0aec56cc click dem floors as fast as you can boys 2014-12-02 14:23:40 -06:00
DeityLink
cbfd4ec08a solving conflict 2014-11-27 06:47:56 +01:00
d3athrow
7c6c11938f Merge pull request #1930 from dylanstrategie/Rad-Collectors
Make Radiation Collectors harder to upkeep and less productive
2014-11-26 16:15:01 -06:00
DeityLink
8ec66ff016 fix 2014-11-25 06:03:42 +01:00
DeityLink
200528a310 Adminbus fixing part 4 2014-11-24 17:03:41 +01:00
DeityLink
76b66de477 Adminbus fixing part 2 2014-11-23 17:31:50 +01:00
dylanstrategie
5ecaccbca1 Change how shock damage is calculated
After a fair amount of hair pulling, seeing how Dreammaker is unable to
use any function more complex than square roots and powers, I've used
the following formula

Damage = round(power^(1/3)*(rand(15,20)/10))

Changelog was also fixed and the snowflake exception for the power glove
was removed. If the grid contains dozens of DeLoreans, your target is
going to get it big time
2014-11-21 11:55:37 +01:00
DeityLink
b70d458c52 Merge remote-tracking branch 'origin/Bleeding-Edge' into adminbus-final 2014-11-21 07:19:53 +01:00
DeityLink
ed5a2463b7 Adminbus Final part 2014-11-21 05:57:08 +01:00
DeityLink
7890a3f08b Adminbus part 6 2014-11-21 01:42:55 +01:00
dylanstrategie
a1282808d8 Old system with tweaked values 2014-11-19 18:01:42 +01:00
dylanstrategie
a9ee7d2ad9 Revert "Modify shock damage in a single manner"
This reverts commit 8731b3636f.
2014-11-19 17:54:47 +01:00
dylanstrategie
8731b3636f Modify shock damage in a single manner
- Power gloves cap is now at 1 million watts. Zing
- Shock damage formula is power/rand(4000, 6000) capped to 500, reached
in average at 2.5 million watts. Note to self : Nerf Supermatter Engine
which can still reach 3 million watts
- Sample shock damages : 50000 = 10, 100000 = 20, 500000 = 100. This is
a very simplistic damage calculation but it works
2014-11-19 17:52:36 +01:00
Chris
5ecbd71726 Fix Recharge Station Upgrade issues. 2014-11-19 10:41:52 -06:00
DeityLink
ed02be9f0d null rod buffs part 2 2014-11-03 04:14:08 +01:00
DeityLink
c268089596 null rod buffs 2014-11-02 09:58:07 +01:00
DeityLink
8b2987ca74 harvester work and remaining stuff
I...I think everything's done now....
2014-10-25 15:09:33 +02:00
DeityLink
c411cf3067 added HUD icons for construct spells
also changed talisman.dm to use absolute pathing.
2014-10-24 12:27:19 +02:00
DeityLink
fe9cb551c3 typechange to /obj/item/clothing/monkeyclothes
and removing an unused var.
2014-10-21 01:31:12 +02:00
DeityLink
a081f0ca37 moving new icons updates to /monkey/update_hud()
So the icons properly update when, another player removes/adds an item
on you.
2014-10-20 15:35:46 +02:00
DeityLink
0e35d2e53d Merge remote-tracking branch 'origin/Bleeding-Edge' into monkey-suits 2014-10-20 06:55:00 +02:00
DeityLink
5c1b923934 monkey clothes and hat 2014-10-20 06:51:40 +02:00
eswordthecat
861d2c839a Sync us at -tg-station face_atom. 2014-10-19 21:29:31 -08:00
DeityLink
a8bd2e6bb1 monkey stuff 2014-10-19 16:30:48 +02:00
d3athrow
53298e9d8d Merge pull request #1665 from DeityLink/Corgi-UI-and-behaviour
Corgi UI and player-controlled behaviours
2014-10-08 00:11:07 -05:00
DeityLink
3cd4856d5f Corgi UI and player-controlled behaviours
-Corgi now have their very own HUD
-Corgi health upped from 20hp (simple_animal default) to 30hp (still
half of a MoMMi's health)
-player-controlled corgis can now eat food by clicking on it. They can
swallow a food\snack item after 5 bites. Doing so gives them back 1/6 of
their full health (5 HP of 30HP)
-when player-controlled, simple_animals won't randomly move or speak
anymore (this behaviour now only happens when ckey == "null")
-player-controlled corgis now have a verb that allows them to perform
Ian's high speed tail chase/dance. Can be performed while moving for
extra kek.

I plan on giving players a way to play as corgis, something based on the
combined use of a soulstone and a lazarus injector. In the meantime,
it's still useful during adminbus.
2014-10-08 06:47:25 +02:00
DeityLink
343d86d258 Shade UI
For some reason I couldn't make the Pull1 icon appear when the shade is
pulling something, despite using the same lines as with the construct UI
code. So instead I made the icon show all the time. If someone can make
it work properly that'd be great.
2014-10-07 18:45:08 +02:00
dylanstrategie
18f349e4cc Porting fixes from TG
- Should fix some odd bugs with the HUD that don't need much more
precision, notably with double-clicking
- Camera lights should now work properly
2014-09-27 21:40:45 +02:00
d3athrow
a38fc7caa1 Merge pull request #1590 from dylanstrategie/AI-HUD-Port
Porting /tg/ HUD
2014-09-27 12:29:05 -05:00
dylanstrategie
4179d266a0 Porting /tg/ HUD
All of it has been tested and should be functional. I did not port the
AI Crew Monitor and modified the button positions to ensure it fits

PDA Messenger Logging works, but sending messages seems wonky. Might
just be because there was no PDA to send a message to though
2014-09-27 18:05:12 +02:00
Chris
0a9f3f8ee3 Alt+Click adjacent human to give item. 2014-09-27 09:26:56 -05:00
Chris
c0f96ae272 Revert Click code cleanup (reverted from commit 439bda24bc) 2014-09-18 15:36:38 -05:00
Wild Bill
439bda24bc Click code cleanup 2014-09-18 14:07:50 +03:00
DeityLink
1d2784a3d6 construct zone_sel+icon locations+smallfix to the juggerwall's animation 2014-09-15 11:50:57 +09:00
Chris
0619e601cd construct UI 2014-09-13 12:05:10 -05:00
Rob Nelson
0f8b847972 PLASMA MAAAAAAAAAAAAAAAAAAAAAAAN 2014-07-30 20:39:42 -07:00
d3athrow
afdd063246 Simple animal attack logs and fixes. 2014-07-29 08:45:41 -05:00
ESwordTheCat
a4b5879239 Make /obj/screen/grab to be soft del. 2014-07-18 03:55:49 -08:00
ESwordTheCat
cec11d467e qdel and Destroy again. 2014-07-16 02:05:14 -08:00
ESwordTheCat
8b3e0a8f2e Forgot this line of code tip by D3athrow before. 2014-07-14 23:14:09 -08:00
ESwordTheCat
0d7f1f1653 Update HUD for items action from TG codebase. 2014-07-14 22:57:39 -08:00
ESwordTheCat
ec2b4154f5 Remove Move modification for now (readd later bits by bits. 2014-07-11 01:47:41 -08:00
ESwordTheCat
274d273cb1 Use Move() proc instead of setting the loc manually. 2014-07-07 23:40:30 -08:00
Rob Nelson
d167302509 Readd buildmode, too. 2014-06-25 23:03:25 -07:00
BurnZeZ
a3ea37e8ad remove buildmode 2014-06-22 16:34:23 -04:00
Aranclanos
4392965c9b qdel for screen grab objects and for grabs only qhen dropped() is called because I'm too lazy to make it in every single instance. Feel free to do it. (but do it properly) 2014-05-26 00:44:19 -03:00
d3athrow
ccf61127f5 prevent infinite toilet dunks or breaking somebodies face super fast on a wall. 2014-05-22 09:49:04 -05:00
d3athrow
7f4c0be941 Re-adding object pooling for beam projectiles. Fixed the double damage bug with a spawn().
What was happening was returntopool was nulling the variable that prevented the projectile from bumping something twice, and for whatever reason despite having no loc the proj would bump the same mob twice then be in the void again. The spawn() allows the bump proc to finish and then the projectile is returned to the pool.
2014-05-22 09:46:11 -05:00
ESwordTheCat
7243a36f1e Revert gun pool for now. 2014-05-08 00:46:48 -08:00
ESwordTheCat
e3f6270bb3 Object pool for beam projectile, minor changes to object pool. 2014-04-29 05:21:50 -08:00