Commit Graph

626 Commits

Author SHA1 Message Date
oranges fd9904d3d7 Merge pull request #21655 from lzimann/patch-16
Removes multiverse sword once again from wizards
2016-11-24 10:28:29 +13:00
KorPhaeron af71d20561 The round ending on one server will send a news report to the other server (#21636)
* News Reports

* Misc

* Typo fixes
2016-11-22 12:30:30 +13:00
Leo 7a72cbb368 Removes multiverse once again 2016-11-20 11:12:57 -02:00
Shadowlight213 24450c5774 makes multiverse sword not work on bullshit mages (#21622)
Makes the multiverse sword not call the shuttle if it's already called.
2016-11-19 12:11:28 -06:00
Incoming5643 0f3b7d459e Adds the warp whistle and summon magic 2016 (#21599)
* Adds the warp whistle, and updates summon magic

* spelling counts

* Changes things up to account for qdeletion

* Don't code in the web editor
2016-11-19 22:31:42 +13:00
Lzimann ba0af67f47 Adds a way to disallow having certains spells together. Only added to lesser summon guns/arcane barrage for now. 2016-11-13 20:10:52 -02:00
Lzimann 9d23e5ab3c Changes the Lesser Summon guns to Arcane barrage. 2016-11-13 17:30:42 -02:00
Joan Lung 1a608de394 Merge pull request #21453 from KorPhaeron/forcwall
Buffs Forcewall
2016-11-11 14:46:02 -05:00
KorPhaeron 0defbccc84 Buffs Forcewall 2016-11-09 20:35:31 -06:00
KorPhaeron 634538fee5 Rod Form spell for wizard 2016-11-08 02:10:27 -06:00
Mervill 9ea955b85f Lint (#21393)
* icon, icon_state defined twice

* desc defined twice

* desc defined twice

* desc, icon_state defined twice

* icon_state, name defined twice

* item_state defined twice

* gender defined twice

* stop_automated_movement_when_pulled defined twice

* attacktext defined twice

* speak_emote defined twice

* flying defined twice

* item_state defined twice

* speak_chance defined twice

* attack_sound defined twice (x2)

* icon_state, item_state defined twice

* icon_state defined twice

* Revert "desc defined twice"

This reverts commit 18d74f442441078a7d8e8cfaddbef1c4646b6bb9.

* desc defined twice

* Revert "desc defined twice"

This reverts commit e167c0812c94a96dfb3f6888c77cee868cc37c03.

* desc defined twice
2016-11-08 13:55:30 +13:00
KorPhaeron 4dc00e99f2 Multiverse Revival (now with huds!) (#19778)
* Multiverse Revival

* Slightly less awful code

* Makes code cleaner, fixes stun issue on spawn

* Replaces usr with user in the multiverse sword +
allows it to dismember

* Prevents gang related messages displaying for multiverse clones
2016-11-08 12:01:35 +13:00
lordpidey 3b16e0c83e Adds LARPing. (#21053)
* Starts to add a new wizard spell, based on the LIGHTNING BOLT! LIGHTNING BOLT! LIGHTNING BOLT meme.

* Adds spell to spellbook, and makes it functional.

* Fixes compile error

* Casting the spell now automatically readies your throw.

* Pitchforks don't auto throw

Summon pitchfork no longer also auto throws.
2016-10-25 15:13:16 +13:00
Joan Lung 7371d36b2c Merge pull request #20978 from phil235/StatueShit
Unfuck the statue code.
2016-10-16 12:43:43 -04:00
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
phil235 cd825493cf Unfuck the statue code. 2016-10-14 21:04:52 +02:00
Joan Lung f51444d8fa Improves some cult rune checks (#20872)
* sword in the dawn

* don't fade away

* it's dumb, but not my problem.
also rearrange these checks~
2016-10-11 10:05:25 +13:00
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Joan Lung 5bad47594a Cult: Counterplay Edition (#20512)
* Cult: Counterplay Edition

* one template

* always give a soul

* it's just the better look

* like a wall but not forever

* rgb(no, never, no)

* wild fuckups

* wild fuckuppery
2016-09-17 16:21:11 +12:00
Joan Lung f10ac32b69 Merge branch 'master' of https://github.com/tgstation/tgstation into takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Conflicts:
	icons/mob/mob.dmi
2016-09-12 15:10:29 -04:00
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Joan Lung 6bc1981246 may this also die 2016-09-12 10:43:14 -04:00
Remie Richards c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
Incoming5643 620a25f611 Formally removes the cursed heart from the spellbook (#20358)
Lets have an item with a high learning curve on a role you might get once a month
2016-09-06 14:01:48 +12:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
KorPhaeron 110cc8ab98 Fixes mixed up paths 2016-08-25 18:16:46 -05:00
KorPhaeron 6d2ab983fd New Wizard Armour 2016-08-25 17:32:16 -05:00
Ergovisavi 642f79bb59 Replaces the fireball book in the dragon chest with a book of sacred flame, a new spell. 2016-08-22 17:44:14 -07:00
Joan Lung dd1f5c99fd Removes the sine pope (#19966)
* Removes the sine pope

* fuck you too map merger

* fuuuuuuck yooooooou

* map merger you betray me

* no message
2016-08-20 18:12:51 -05:00
Incoming5643 f70ba63d3e You can smuggle smuggler's satchels to a future shift (#19838)
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.

NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP

* Finishes up satchel persistence.

Satchels require at least 20 saved bags before any will start spawning.

the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant

* DESIGNATED.
REMIE.
PULL.
2016-08-20 16:27:02 +12:00
KorPhaeron f3200ee88a Summon Magic 2016-08-17 19:33:32 -05:00
KorPhaeron 9ee67f942a Projectile Dismemberment and Wizard spellblade (#19783)
* Spellblade

* Plasma cutters and onback sprites

* Cleans up dismemberment projectile code

* Runtime fix
2016-08-11 15:43:29 +12:00
Xhuis 566f89c9d9 Gamemode code improvement (#19354)
* Gamemode code improvement, initial commit

* Wraps up announce messages and removes Henderson

* Fixes an incomplete comment
2016-07-19 10:59:32 +12:00
Core0verload e666d2e76b ports pockets (from Animus Green) and adds them to some clothing.
This PR ports pockets (from Animus Green) and adds them to some clothing.

 Shoes that support storing items now use pockets system.
 Some hats have 1 small pocket.
 Detective's hat spawns with a flask in it.
 Clown's mask has a single tiny top-secret pocket. Honk!

This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
2016-07-14 19:36:26 +12:00
AnturK 523a2b29fe Implant chair refactor (#19272)
Removes some copypasta
Refactors implant chairs. Adds some fun variations.
2016-07-13 12:59:06 +12:00
GunHog e2cfcb0bd1 Aimed Fireball Spells! (#19030)
* Fireball Spell Changes

- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.

* Tweaks and Fixes

- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.

* Fix

Fixes the fireball sometimes missing.

* Fixes and tweak

- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
2016-07-05 09:06:01 +12:00
Sawu 252fe39ae7 Pope Fixes
* Added a timer to the grab, as well as increasing the range to 4 (from 2).
* Cost of the Dark Seed upped to 2, from 1.
2016-06-27 01:23:34 +10:00
Sawu 93b09ac29b Pope of Sin Changes/Fixes
* Added a new, custom effect to Hades' Sin Shed.
* Hades will no longer repeatedly teleport to the center of the chapel during Flee Phase.
* Hades now slowly gains HP, up to half, when on hallowed ground.
* Spawned and Teleported Acolytes no longer spawn on top of Hades.
* Hades will now lasso targets who try to run.
* Custom beam sprite added for Hades' beams.
* Hades' Rage Ultimate no longer ignores simple animals and non-client objects.
* Hades has a new Ultimate, which will knock down everyone nearby.
* Various pieces of flavor/fluff text added to sins.
* Indulged Sloth no longer gives 1000 stacks of drowyness, now gives 100.
* Hades' Rage Ultimate now has a more appropriately sized effect.
* Hammer of Pride damage balanced out more.
* Hammer of Pride now transfers health between the target and the user, depending on it's indulged status.
* Acolytes of Hades can now be butchered for their outfits and non-functioning versions of their staves.
* Wizards can now buy a Dark Seed, a relic that feeds on living or dead flesh to summon Hades.
* Staff of Hades has been rebalanced through the different versions.
* Hades' sprite updated slightly.
2016-06-26 21:23:37 +10:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
oranges 11c76f5bd7 Merge pull request #18444 from xxalpha/spesstiem
Wizard Spell: Spacetime Distortion
2016-06-13 00:01:23 +12:00
Xhuis 50fd38c4ac Bandaid fix for plasmaman wizards (#18446) 2016-06-11 16:04:20 -05:00
xxalpha a33f30e87f Spacetime Distortion wizard spell. 2016-06-10 18:56:38 +01:00
oranges 744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
phil235 bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235 b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Jack Edge eb8907cefe Adds laughter demon bottle to wizard's spellbook
🆑 coiax
rscadd: Wizards have been experimenting with summoning the slightly less
lethal "laughter demon". Please be aware that these demons appear to be
as dangerous as their slaughter cousins. But adorable, nonetheless.
/🆑

By popular demand.
Cheaper than a slaughter demon because it's not going to kill the crew,
it might even end up healing a bunch of people.
2016-06-04 10:56:10 +01:00
Cheridan 9013648696 Merge pull request #18126 from coiax/no-shade-army
Makes chaplain soulshard non-reusable
2016-06-02 10:45:15 -05:00