Commit Graph

54 Commits

Author SHA1 Message Date
phil235 09df1080e9 Some adjustments:
Fixes with projectile bump() on border objects.
Fixes some projectile on_hit() not calling the parent on_hit.
Move projectile mob hit check code to mob/CanPass().
Simplifies projectile/CanPass()
Fixes runtime in projectile/Bump()
2015-04-02 17:39:02 +02:00
phil235 ffd711c26f Merge branch 'master' of https://github.com/tgstation/-tg-station into SlimeAnimal
Conflicts:
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/living/simple_animal/slime/say.dm
	code/modules/reagents/Chemistry-Reagents/Consumable-Reagents/Food-Reagents.dm
2015-03-23 16:51:03 +01:00
Cheridan 7149f0382d Adds Pet Collars!
Map needs update now
2015-03-18 21:27:21 -05:00
phil235 456a64f8fd slime from carbon to simple animal 2015-03-14 23:40:57 +01:00
Remie Richards 5b2d3ceada Allows overminds to reroll their chemical at a cost, fixes blob cores being invisible, repaths blob mobs to /hostile/blob 2015-02-08 01:22:51 +00:00
Incoming 31b84ca71f changes how the bolt of door creation works so it behaves expectedly on shuttles
adds butterflies to the staff/wand of change/polymorph since I'm here.

Removes two colons
2015-01-29 16:30:31 -05:00
Delimusca 07927e759d added ranged mimic 2015-01-19 11:44:34 -07:00
Razharas 4998b19ddf Merge pull request #5679 from Aranclanos/projectilesBump
Projectiles bump fix, spawn() removal
2014-11-27 03:38:05 +03:00
Incoming 4a4b39b57f fixes the spider pathing 2014-11-15 14:55:48 -05:00
Aranclanos e6fd279486 Removes the spawn() in the Bump() proc of projectiles.
Fixes issue #1291
Cleaned up some files of projectiles/firing.dm
Instead of calling process(), when firing a projectile it will use fire()
Projectiles will now use qdel(), due to this, the emitters beams won't be in the object pool.
2014-11-04 15:21:48 -03:00
Incoming dd3b61d880 removes an apparently unsafe but otherwise asymptomatic qdel 2014-10-30 17:16:00 -04:00
Incoming d2982a4b8e Adds drones, blobbernauts, magicarp, and chaos magicarp to the staff/wand of change
Makes it so player controlled mobs with a ranged attack can actually use said ranged attack
Fixes #5551 because it's vaguely magic related anyways
2014-10-30 14:29:06 -04:00
Incoming 8e99152226 Updates spiders to have full player functionality
*All spiders can now web turf (but AI controlled non-nurses won't choose to), only nurse spiders can wrap items and lay eggs.
*Eggs laid by a player controlled nurse spider will eventually grow into player controlled spiders, while AI lain eggs will only result in AI spiders
*Adds non nurse spiders to the staff of change as they pass my rules for inclusion (Leaves a corpse, can do everything as a player the NPC can do, can't dominate a round by reproduction)

I take no responsibility for spidercode, it's a bit iffy but as far as I can tell it all works for players now.
2014-10-01 18:58:07 -04:00
Miauw 78a9b0be69 Merge branch 'master' of https://github.com/tgstation/-tg-station into say()
Conflicts:
	code/__HELPERS/game.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/requests_console.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/objects/items/devices/PDA/radio.dm
	code/game/objects/items/devices/aicard.dm
	code/modules/admin/admin_verbs.dm
	code/modules/assembly/holder.dm
	code/modules/assembly/voice.dm
	code/modules/mob/living/carbon/brain/brain.dm
	code/modules/mob/living/carbon/human/whisper.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/say.dm
2014-08-31 13:40:16 +02:00
Miauw e3c0b2fa43 AHAHAHAHAHAHHAHAHAHAHASDHHADFHEUAHGUIHGDGIJDOINGEIOKILLTHEMALL 2014-08-24 20:35:49 +02:00
Cheridan cb4c589c80 Merge pull request #4387 from Incoming5643/fireball
Magic Mania 1.67: Great Balls of Fireballs
2014-08-12 12:33:50 -05:00
Incoming 41596a0974 Magic Mania 1.67: Great Balls of Fireballs
Changes the wand of fireball projectile to have the same !!FUN!! proximity detonation properties as the spell version. Slightly moved the damage types from getting hit by the fireball around to better simulate the experience.

Fun fact about spell fireballs: Because the projectile is desiged to explode if it comes within a square of somebody who isn't the wizard direct contact between fireballs and mobs is very rare. This means that while the fireballs are designed to do an extra 25 brute and 20 burn ON CONTACT this usually doesn't happen.

That's why the added damage on the wand here isn't 25/20, because that would actually make it signigicantly better than the spell.
2014-08-10 20:12:49 -04:00
Incoming 879f5d7c0e Changed it! 2014-08-05 19:51:08 -04:00
Incoming 4e91b2b655 Simplifies the species picking
Adds an update_icons() to minimize the effects of #4252, but it's still a problem
2014-08-05 14:11:45 -04:00
Incoming 2283b303ac Fixes #4335
Readds the 1/12 chance of stumbling out the bolt of change fully human with no mutantrace. It must have gotten lost during the mutantrace datumizing
2014-08-04 17:51:33 -04:00
Ergovisavi 9d643789d8 Fix for issue #4173, both soulstone mobs (and construct derivatives) and staff of animation mobs (statues included) are now properly tagged with a faction that is unique to the person that created them, stopping a Wizard's animated mimics from attacking his created constructs. 2014-07-17 00:40:24 -07:00
Ergovisavi ff17e36750 Changes faction to list and edits hostile mobs to use the list type faction, along with changing existing factions to match the new list type
Also changes trees and space bats to "hostile" faction because they were copypasta'd carp before that, as well as changing goats to "neutral" and attack_self 1 so that the great mining drone / goat wars end
2014-07-12 20:03:46 -07:00
Firecage 983ac3ed79 Killer Tomatoes
Signed-off-by: Firecage <firecage@hotmail.com>
2014-07-04 16:27:54 +02:00
CollenN 2aab5fa71c Finalizes Mutantrace Datum Update
https://github.com/tgstation/-tg-station/pull/3609

Squashes the commits from the above pull request. Should hopefully be a
lot less cluttered.
2014-06-19 17:42:14 -04:00
ikarrus f46cb302a4 Updated to work with newer cyborg code. 2014-04-02 22:12:36 -06:00
Incoming e5f0165d0d Merge branch 'master' of https://github.com/tgstation/-tg-station into avoiddrama_codemagic
Conflicts:
	code/datums/spells/charge.dm
	code/modules/projectiles/ammunition/special.dm
	code/modules/projectiles/guns/magic/staff.dm
2014-03-26 13:03:12 -04:00
Incoming bab77f2538 Merge branch 'master' of https://github.com/tgstation/-tg-station into toostat4tue
Conflicts:
	code/modules/projectiles/projectile/magic.dm
2014-03-23 12:08:33 -04:00
Incoming c37f7781d6 NPCs statues now respect whoever zapped them to life without removing their ability to destroy everyone else. 2014-03-20 20:19:54 -04:00
Incoming 5c3f7777b9 Magic Mania 1.5: Big Trouble in Little Boxstation
---

A Few New Wizard Items

Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.

---

Cleaning Up the Spellbook

The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.

---

Summon Magic Rebalancing

There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.

In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.

Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.

---

Misc Stuff

Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
2014-03-08 17:30:40 -05:00
MrPerson 3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Incoming ca917c828f Staff of animated statue fixes and nerfs
Player controlled animated statues that ghost won't start attacking everyone, they'll just stalk people without attacking.

A player controlled animated statue will only last as long as the statue would have lasted,at the end of the time the player is released from the statue as usual, and no longer has any onus to not fuck up the wizard.

NOTE: this means you can't use animate statues to "kill" a target, they'll recover eventually, and even if the round ends before they do, it still won't count.
2014-03-01 23:12:30 -05:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Incoming 69ff4041c1 bolts of animation weren't deleting when creating statues at point blank range. 2014-02-21 20:58:38 -05:00
Perakp 965e7ad6d8 Merge to master
Conflicts in mob.dm
2014-02-18 23:59:59 +02:00
Perakp 7ca06565b5 Merge remote-tracking branch 'upstream/master' into spellsFromBodyToMind
Conflicts (Resolved):
	code/datums/spells/mind_transfer.dm
	code/game/gamemodes/wizard/artefact.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/projectile/change.dm
2014-02-14 20:57:11 +02:00
Incoming 5237e46d09 rerebalanced the SoC after running the odds 2014-02-09 13:32:12 -05:00
Incoming 151d637077 Animate statues in magic stuff/Staff of Change rebalance
Adds animate statues to the Staff of Change pool of mobs
Adds specific synergy between flesh to stone and the staff of animation where if you animate your statue'd people they'll turn to animated statues controlled by the victim who are instructed not to dunk the wizard.

Splits the "animal" sub pool in the Staff of Change into "Beast" and "Helpless Animals" to help raise the odds of the former against the latter. Changed odds will be reported in a comment to follow.
2014-02-09 13:20:00 -05:00
Incoming db5602b34a Adds a chance of syndiborg to the staff of change.
Odds of syndiborg are 5%, odds of normal borg are now 11.666...%, down from 16.666...%

syndiborgs spawn with their default lawset, which means that they can (and almost certainly will) try to kill everyone if left to their own devices
2014-02-05 18:48:06 -05:00
Cheridan 00d85c344d Merge pull request #2547 from Ergovisavi/mushroom_hunter
Walking Mushrooms will now hunt and eat eachother
hydroponics best department
2014-02-01 21:14:28 -08:00
Ergovisavi d56f48d241 Walking mushrooms will now hunt and eat eachother, growing stronger when they do! The stronger they get, the better the quality of the mushroom slices you can butcher out of them! Don't smack em yourself though, or you'll bruise them, and they won't get stronger from being eaten. 2014-01-29 14:56:06 -08:00
Robson Richards 704d798152 Removes unnecessary type check from projectiles/projectile/magic.dm death projectile. 2014-01-26 16:37:53 +00:00
Robson Richards a66f138215 Fixes Mechs dieing to Wand of death
Changes simple_animal/Die() because it disagrees with simple_animal/Life() due to the health variable
2014-01-25 15:50:12 +00:00
Incoming 305cb2ac9d Jenkins you're a loose cannon, but you're a damn good cop. 2014-01-13 20:02:54 -05:00
Perakp 8ba1e8cd33 - Moves spells from the mob to the mind.
- Construct spells are an exception.
- Spells are transferred whenever a mind is transferred: cloning, pod cloning, borging, staff of changing.
- Spells are not transferred when you create a new mind for a new mob: soul stones, golems, respawns.
- To my surprise, this did not fix the issue where a mind-swapped wizard loses their spells when their original body is destroyed. I do not know why this happens.
- Non-human mobs can't use spells by default. Varedit spell.human_req to do that.
2014-01-10 15:59:55 +02:00
Incoming b33efbfa6b Improves logging on the bolt of change so admins can follow the paper trail of terrible mobs who get turned into other terrible mobs 2013-12-31 01:11:20 -05:00
Incoming 47ba33c50c Removes a pair of well meaning but apparently poorly realized code fixes for edge cases. 2013-12-29 13:46:29 -05:00
Incoming a73721f7a1 Fixes for Gia:
Fixes the mysteries of reviving simple animals in the least intrusive manner I could think of
Removes player_controlled because ckeys did much the same thing
Uses update_canmove() instead of hardseting it

One last Bugfix: Simple animals generated with no real_name will use their initial name as their real name so that transformed antags will not get a "(survived as )" because the thing they turned into didn't have a real_name set.
2013-12-19 21:49:15 -05:00
Incoming ac1a96fd43 feature: renames the monkeyizing var to "notransform" since that's how it was being used in the code, as a flag to tell code to ignore transformation (initially because they were already turning into a monkey).
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round

meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
2013-12-19 11:50:33 -05:00
Incoming 45e89b5190 Bugfix: Adds a var to simple animals "player_controlled" to surpress behaviors in simple_animals that have players assigned.
Bugfix: Dead player mice won't be converted to items so they can still be revived.
Bugfix: Players playing chicks won't die by developing into chickens anymore
Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move.

Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do

Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1
2013-12-18 12:28:38 -05:00
Incoming ae5e6d591f Bugfix: Wrote a work around for reviving dead simple animals, who were simply becoming pristine corpses before this. Not the prettiest thing in the world, but blame how simple animals die. 2013-12-16 19:19:45 -05:00