* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Bugfixes and general object kicking.
* .
* fix kicking
* .
* .
* Kicking small items around.
* Throwing something at an object to break the latter.
* Fix storage inconsistencies.
* Nicer kick damage calculation.
* You don't need teeth to bite properly with a beak.
* Items can take damage landing in disposals.
* Undo that.. there's bug potential.
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Basic framework for generic breakable items.
* Fixed comment.
* Fixed up a few things and generalized breakability to obj/item.
* .
* .
* .
* Fixed up the attack message generation for breakable items. Made items transfer their fingerprints, fibers, and bloodstains to their fragments when broken. Added capability to specify a list ofitems that bypass breaking an otherwise breakable item.
* Breaking via kicking with propulsion of fragments. Breaking upon ballistic impacts. Removed open-handed harm-intent breaking by humans.
* Adding breakability to kick_act().
* Specifying glanced attack text.
* Added general broken check to obj/item/throw_at() so that any time an item takes breaks apart from a blow that also propelled it, the fragments get propelled instead.
* Can specify multiples of a given fragment type via fragment_amounts.
* Items can be shot and broken by projectiles.
* Renamed defines.
* Projectiles will break impacted items and send them flying.
* Fixed projectile impact momentum transfer.
* The contents of containers will be dropped when the item is destroyed. Also fixed diagonal fragment propulsion by projectiles.
* Spilling reagents when an item breaks.
* Placeholder proc for any damage-related icon updates.
* Fixed conflict between container-smashing and container-insertion on harm intent.
* Breaking items by biting them.
* Sounds for when an item is hit.
* Breaking items when they are used to attack a mob.
* Unset default breakability values.
* Added extra check for breakability in break_item.
* Update breakable.dm
* Update breakable.dm
* Update breakable.dm
* Update breakable.dm
* Set health_item to health_item_max by default.
* Removed redundant reagent spilling.
* Melee target will be splashed with contained reagents when an item breaks on them.
* .
* .
* Update breakable.dm
Throw impact damage to an item takes into account the weight of its contents as well.
* Fixed up syntax in a few places.
* .
* Changed BREAKABLE_NOMOB to BREAKABLE_MOB
* Changed health_item to health, and health_item_max to maxHealth.
* Create breakable_defines.dm
removed extra newline
* Update breakable.dm
spelling fix
* Made take_damage() call try_break() by default, and other changes.
* Update storage.dm
Removed unneeded variable.
I have a pet peeve with tackling. When I want to throw a person after grabbing them aggressively, I spamclick the throwing part of it. That's what you do when fighting people in ss13, you click often and click fast. There are so many click delays to things and you want to make sure you get your inputs in there.
But this leads to a problem where you accidentally end up tackling yourself after throwing a guy, I've grown tired of this happening, so here's a one line tweak.
🆑
* tweak: Tackling is now exclusive to disarm intent instead of both disarm intent and grab intent
* Updated grue sprites with directional sprites and more shading.
* Various grue stat tweaks, mainly adding increased light damage to grues the longer they are continually exposed to light. Refactored and simplified grue light-damage-related code. Added basic AI to NPC grues so they can avoid light, moult, eat, and lay eggs. Cleaned up some text string-related stuff.
* .
* Reduced airlock forcing time for grue juveniles (5 seconds) and adults (3 seconds).
* Increased grue healing in darkness. Added additional healing after feeding. Reduced shadowpower needed to moult for both larvae and juveniles.
* Reduced shadow power-time needed for moulting further for both larvae (~30 seconds) and juveniles (~90 seconds).
* Juvenile grues can now Eat as well.
* Set force_airlock_time to 3 seconds for juvenile grues.
* .
* .
* Reworked shadow power into nutritive energy; juvenile grues can only moult after feeding once.
* Somewhat buffed max health of juvenile and adult grues.
* .
* Neatened up a few things.
* Update grue.dm
Made juvenile grues SIZE_BIG.
* Moved light-related parameters to datum.
* .
* Added \the
* Changed boolean 1/0 to true/false.
* Adjusted a few parameters and neatened up some things.
* .
* Grues can now pull mobs and objects.
* Adult grues can now drain light from the surrounding space at the cost of nutritive energy.
Gradual-cast spells can now use holder vars.
* Fixed bug.
* Update grue.dm
* Update grue.dm
Removed commented code.
* Update grue.dm
Fixed scoreboard formatting.
* Base of grues.
* Few more updates to grues
* Bit more work on grues.
* Bit more work on grues, namely getting them to evolve and reproduce properly.
* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.
* Few additions to grues including a grue language and gruevision to see in the dark.
* Several changes to grues, including adding their antag roles (still need to be tested/debugged).
* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.
* Removed obsolete file.
* Updated vgstation.dme with grue additions
* Update vgstation13.dme
* Update grue.dm
* modify .dme
* typo
* remove unneeded variable
* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)
* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.
* -grue egglaying is set to a config option
-few modifications to grue antag objectives
* Added changelog and some UI tweaks.
* Update misc_structures.dm
* Update misc_structures.dm
* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.
* Update grue.dm
* Delete nulllight.ogg
* Fixed up grue sound effects. Renamed humanoid grue to umbra.
* more grue/umbra split stuff
* Update Hinaichigo.yml
* Adult grues can force airlocks open instantly.
* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.
* Update grue_egg.dm
* Few fixes to grues.
* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.
* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.
* .
* Grue spell icons
* .
* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.
* Removed gore globs.
* .
* Meat coloring + related food unit test fixes.
* Update icons.dm
* Bugfix with custom meat colors.
* .
* Grue abilities panel+sprites.
* .
* Fixed up grue role/objectives.
* .
* Sprite tweak.
* .
* New sfx for moulting and burning in light.
* .
* fixed icon conflict
* .
* icon conflict fix
* More descriptive variable names. A few tweaks to stats.
* Cult 4 changes
Removal of the Roman numbers
Conceal Rune no longer makes a sound
Increased cost to draw a rune(wip)
* Roman
* Not yet
* ooops forgot one
* Beginning work on these
* Area set
* Including
* Indent fix
* Should fix
* Tweaks
* Go through walls hopefully now
* Properly
* Now they can leave
* Indent
* Actual indent
* More stuff
* Moving this out
* How
* Living checks too so it doesn't get ghosts
* Somehow I forget ..()
* Tweaks, hopefully makes powernet visible
* Some new stuff and tweaks
* Role and objectives, plus moving this to role anyways
* Attempt at the ruleset now
* Moving update here, might help
* Indent
* Proper path
* Better logic
* Sanity
* Fixes?
* Proper logo and formatting
* Making this less of a fixed amount
!
* Typo
* Adding the actual ability to hijack an APC instead of automatically getting it
* Fixing format
* Reordering
* Maybe this?
* Placeholder health bar and etc.
* Beginning work on spells
* Actual file
* Actually spawns the lightning, plus weaker version of overload for the pulse demon to use
* Do it some other time
* No need for machines honestly
* Make these immune to environmental stuff
* Basis of a fun proc with fun ideas
* Bunch of fixes, no longer die in APC
* Fix for this last thing probably
* More sanity
* Move down to machine level for more fun
* Testing it with cameras
* Indentation doing it again
* Vision tweaks, bones of arcade fun
* Adding actual threat
* More arcade support
* Link it up
* Indents again
* Fix
* Actual spell icons
* Sanity
* Indenting AGAIN
* Maybe this
* Another try
* Bracket fix
* Bracket fix
* Maybe it's this
* More fixes and tidies
* Spell info
* Spell master for this
* Adds charge to HUD
* Max charge too
* Typo
* Now actually adds it
* Nicer format
* Stat panel
* Battery sucking in practice
* Typo fix and trailing return removed
* APC cells too
* Weapon possession
* Robot possession
* Robot possession actions
* Makes repossessing easier, TODO: Some method to de-compromise them
* Visible hijack feedback and sanity
* Emagging pulse demon spell
* More checks and clarification
* 2 new ones
* Type fix
* Draining tweaks
* More of them
* Makes spells drain charge on use, and unusable without enough charge
* Bones of spell purchasing, probably mostly finished by now
* More sanity and cleanliness
* Spell menu now works, some upgrades
* More stuff, tweaks
* Power buying now fully works
* Tile checking, nerfs shocking mobs
* Moving this back
* Two new powers
* Fixing icon states
* Compile fix
* Better icons
* Compile
* Basis for upgrades
* Neater menu
* This in here too
* Some functionality tweaks
* Nicer role location
* Reordering
* Icons for power menu
* Ability upgrades, better UI later
* Remove these for now, better system than this some other time
* Readding these, in better form
* Readding their descriptions too
* Max health one too
* Adds feedback on purchase
* Attempting fixing spells not being cast
* Proper icon
* Health UI updating
* Now all spells target properly
* Makes this show up right
* The rest too
* Typo
* Better user feedback
* Getting scoreboard
* Patching these out
* These hotkeys too
* Lot of fixes
* Should let them use doors too
* Gives this an objective
* Fixes the lightning
* Better sound
* Pulse demons can now hijack robot speech
* Old way again
* Making usr into user
* Logic fix
* Cut down lines
* Invert since now true
* Cuts down line length
* Syntax
* Health icon updating
* Proper indent
* This too
* Polishing attack, some nerfs
* Last tweaks
* Maybe now?
* Adds new role objective
* Proper client pref
* Latejoin ruleset too
* Adding admin role panel buttons for ease of use
* Nicer movement procs, and only on z1 cables spawned
* forceMove instead of forceEnter
* Makes these not a magic number
* Fixing runtime on latejoin and actually closes these windows
* Revert "Fixing runtime on latejoin and actually closes these windows"
This reverts commit 640b1a65ae.
* Fixing runtime
* This too
* Better like this
* Cell charger hijacking
* And it rigs the cell too!
* Just in case
* Fixes var type
* The basis of this
* Slows down if not on cable if can leave too
* Actual spell now
* Probably better
* Capitalises
* Period
* Spell icon for this
* Nicer system
* Removing last remnants of old one
* And this
* Disabling this for now, won't compile
* This goes too
* Makes this power actually work
* Converts these to a datum, easier to maintain
* Nicer system
* Usr lets us have this again I guess
* Comments and finishing touches
* Adds some pulse demon wail sounds
* And REMOVES the ones reaper generated in place to base these on
* More obvious death
* Last fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* Replaces tank dispenser UI with radial menu
* No consts allowed
* Checks
* Makes it horizontal
* Tank dispenser alt-click radial menu (and better looking UI window)
* Consistency
* Fix
* Redundant title
* Simpler icons
* Smaller menu
* Actually smaller now
Co-authored-by: kanef <kanef9x@protonmail.com>
* Butchering radial menu rework
* Check
* Xeno claw
* Now fully works
* Frog legs, deer head
* Repositionings
* No radial menu for just one thing
* No radial menu for just one thing
* Removing that thing, also alt clicking carbons butchers them now
* Fixed
* Fixed
Co-authored-by: kanef <kanef9x@protonmail.com>
* day 1
* day 1.1
* day 2
* day 3
* day 4
* day 5
* day 5.1
* day 6
* day 6.1
* day 7
* day 7.1
* day 8
* day 9
* day 10
* day 11
* day 11.1
* 11.1.1
* day 12
* and on the 13th day, he looked upon his work, and was pleased with what he saw
* 13.1
* day 14
* day 15
* day 16
* day 16.1
* fixing conflicts after rebasing post-Europa removal
* day 17
* day 17.1
* day 18
* day 18.1
* day 19
* day 19.1
* day 20
* day 20.1
* day 21
* day 21.1
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* Adding spawner
* File itself
* Window schematics
* Construct window framework
* Adding to schematics and deconstructioN
* Adding to mech and borg schematics, placeholder icon
* Fixing compile errors
* Unneeded var
* Hopefully better logic
* Copypasting fix
* Another compile fix
* This should make selecting them actually work
* No deconstructing plasma glass
* Better checks, can_r_wall usage
* Less brackets
* Overlay implementation testing
* More of it
* Remove for now so it can compile, come up with better idea later
* Workable solution
* Now actually works right
* Custom dirs
Co-authored-by: kanef <kanef9x@protonmail.com>
* astrrrr
* raaaaal
* jjj
* ooouuuuu
* rnneeeyyyyy
* astral journey
* yenruoj lartsa
* geez thank god I am such a rigorous QA Tester am I right?
* oh yeah, this takes care of that
* gne gne gne user
* scrapped
* there
* spawnless
* removing the extra linebreaks
* Add defcons levels to help the crew during blob.
* Feedback and fixes
* Copypasted it in the wrong place
* Travis bump
* devmode off
* oversight
* Update code/_onclick/hud/screen_alarms.dm
Co-authored-by: jknpj <jknpjr@gmail.com>
* review
Co-authored-by: jknpj <jknpjr@gmail.com>