Commit Graph

94 Commits

Author SHA1 Message Date
IndieanaJones 0937264f1e [READY]New Side Antagonist: Space Dragon (#42551)
* Add files via upload

* Rename space_dragon.dm to code/modules/events/space_dragon.dm

* Adds Space Dragon

* Adds Space Dragon Event

* Remove Copied File

* Put antagonist definition in proper location for space dragon

* Update space_dragon.dm

* Removed passive health regen from space dragon

* Updated Weight and Earliness for Space Dragon

* Added Objective to Space Dragon, Updated Starting Blurb

* Cleaned Up the Objective Determiner

* Actually fix the space dragon objectives

* Fix the objective display for the space dragon's target

* Updated Space Dragon Intro Blurb

* Updated Centcom Message When Space Dragon Spawns

* Updated Space Dragon's description with new lore

* Clean Up Space Dragon's OnFire()

* Add Space Dragon Sprites

* Sprite in wrong location

* Properly adds Space Dragon Sprites

* Adds Space Dragon Tiny Sprite to be Carp

* Space Dragon Uses New Sprites, Tiny Form Updated

* Increased Time Til' Dragon Spawn

* Drake's Tail Sweep Now Uses Prebuilt Spell

Thanks to Cobblestone for the head's up on this.
2019-02-10 21:12:17 -05:00
Name 004792ba05 Rebase due to mime trickery
Cuts something that should be there


hardens pp


largens pp further


maximiezes pp 


fixes code


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()


First Draft

Mostly works
Removes redundant code, adds other colors, adds to CE locker


oops forgot to


hardens pp


maximiezes pp 


Adds Initialize()


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to


Attempts to balance the hardhat, adds to EngiDrobe


Removes unnecessary code and sprite, adds necessary sprite


How can commas be real if our eyes aren't real


Fixes bad slash


Fixes runtime


Optimizes code after runtime fix


Removes redundant code


Fixes 3/4


*scream


Makes visor coverage consistent with new sprites


Actually fixes the issue


samus? its an honor


Makes requested changes


Doesn't delete welding hardhat sprites
2019-01-28 16:28:40 -05:00
Menshin 5127c72ea3 * Added an option to transfer (and update) source overlays on an alternate appearance image
* Fixed a missing Alien Queen action icon (switch size)
2019-01-20 18:37:08 +01:00
ShizCalev 157de4243a Allows paper airplanes to be vareditted to always hit someone in the eye (#41328)
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
2018-11-12 20:49:32 +13:00
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
MrDoomBringer fccf08294a Fixes lacking hands giving erroneous feedback in a few situations (#40549)
* uuuuuuuuuuuuh

* update

* ok but make it compile
2018-09-29 23:10:53 -04:00
YPOQ a5be598c0a Fixes stealth implants (#40260) 2018-09-13 23:05:02 -04:00
Tad Hardesty d5b1303d60 Fix stealth box and chameleon projector escaping lockers (#40073) 2018-09-04 15:27:39 -04:00
Militaires c5cf814887 Increases agent box cooldown to 10 seconds (#39542)
* Increases agent box cooldown to 10 seconds

* im burning up for you, im burnin up 4 u, i BURN EVERY TIME THAT IM CLOSE TO YOU
2018-08-05 22:41:49 +12:00
ninjanomnom befaa09c88 Removes a couple storage GetComponent calls 2018-08-02 00:52:12 -04:00
Militaires 59023c4022 [READY] Agent Stealth Box / Stealth Manual (#39302)
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.

While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.

The box can be recognized as of syndicate nature due to a red label on its side.
2018-08-01 09:34:51 +12:00
Tad Hardesty c494c1ac08 Remove datum/action/generic (#38201) 2018-06-01 01:49:02 +03:00
AnturK 52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000 ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
TheDreamweaver 68cafe6fd1 Adds Wheely-Heels and Kindle Kicks [Merge Ready] (#36309)
* Adds Wheely-Heels, a pair of shoes with inbuilt roller-wheels. Can be rarely received as reward from arcade machines.

* Fixed issues with Wheely-heels, added Kindle Kicks

* Cleaned up code

* Fixed Destroy()

* Thoust shall return the parent, like Oedipus

* Final Fix XIV
2018-03-13 02:57:48 -06:00
Slignerd 4a85877617 Gives ash drakes a togglable small sprite (#35993)
* Adds togglable small sprite

* Fixes duplicate definitions

* Splits action datums (temporary fix)

* Adds smallsprite.Grant(src) to ash drake's Initialize()

* Makes small sprite toggle its own thing

* Subtypes

* Moves the small sprite over to mob.dmi

* Cleanup

* Lesser ash drake clickbox is now only as big as the sprite

* Introduces the ash whelp sprite

* Splits name and desc

* Welp
2018-03-08 01:39:52 -05:00
Cruix dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
Robustin 418a8c0112 Cult Update (#33810)
* Cult overhaul
2018-01-30 21:59:03 +02:00
XDTM 76b5ee3966 Xenobiology Species Rework (#34166)
I've always found grating that xenobiology had access to species they had no business working with, and slime magic can only explain so much. My idea is to separate those species into their respective departments/antags, instead of having them all into a centralized, cheap source.

    Androids should be made by robotics through augmentation
    Podpeople are a botany feature
    Skeletons should be limited to liches or other magic antags
    Zombies should stay limited to romerol
    Golems are still available in adamantine slimes (and luminescents can morph into golems with them)
    Shadowpeople still lack an official place, but luminescents can become shadowpeople with black cores

The basic races are mostly human and lizard, and there are mutation toxins for those in case someone wants their species back after bodyswapping/ling mutation sting/etc.
2018-01-16 11:07:06 +13:00
Robustin f079a4538e Spell action buttons finally fixed (#33882)
* Action button fix

* Action button fix

* Spell action button fix

* Spell action button fix

* Update alien_powers.dm

* Update spell.dm

* Action button fix

* Update touch_attacks.dm
2017-12-29 03:54:31 -05:00
kevinz000 6ce550dadf Clownborgs (#33590) 2017-12-22 11:57:02 -05:00
jammer312 f07421a002 Makes actionbuttons remember positions where you locked them. (#33150)
* conjure spells fix

* added newline at end of file

* actionbuttons positioning memory

* remade id generation

* added memory reset on mass reset

* small fix
2017-12-08 22:29:42 +13:00
Kyle Spier-Swenson e4529716b2 Makes action buttons use the overlay system (#32502)
* Makes action buttons use the overlay system

* I need to move this line down as add_overlay will be changing the appearance soon

* ahhhhhhh

^ what that guy said
2017-11-08 13:08:49 -05:00
kevinz000 8d647ff524 Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
* this will end horribly

* s

* kek

* wew

* i dont know what an atomized pr is

* lets hope this doesnt blow up

* ok

* Update living.dm

* Update flightsuit.dm

* Update living.dm

* Update living.dm
2017-10-13 18:09:20 -06:00
KorPhaeron 380413fb8b Ports dash weapons to the dash datum (#31222)
* Dash katanas

* Properly assign the action

* Speaking of copypaste

* Its own file
2017-10-04 12:10:39 +13:00
Robustin ec3f7623df 2H Sword to the Cult Forge - Robustin's Github Adventure (#30887)
* Automatic changelog generation for PR #30056 [ci skip]

* Updated old code

* Slowdown does nothing, removed

* Updated Sprites and Fixes

* Mysterious block issue fixed

* Update cult_items.dm

* Update buffs.dm

* Update book.dm

* Update cult_items.dm

* Delete whirlwind.ogg

* Add files via upload

* Delete items_and_weapons.dmi

* Add files via upload

* Shard list fix

* Final error fix

* Review changes, dash datum

* Why was this a diff

* Uses roundstart time for delay

* Simpler Soul Storage
2017-10-01 01:01:50 -04:00
XDTM 152c8901db Adds action buttons for spiders, refactors action code, nurse spiders can set a hereditary directive for their children to follow (#30572)
* Nurse spiders can set a hereditary directive for their children to follow

* Action buttons!

* unstale

* Done

* worth it

* unused now

* a

* Integration with #30593

* ports #30996

* span

* antur

* Adds spider midwife emoji

* paneled

* a

* fixed panels
2017-09-28 23:01:41 +02:00
shizcalev 81e5154a70 Various grammar fixes 2017-09-17 01:46:41 -04:00
YPOQ 9a6a1af252 Various Ninja Fixes (#30102)
* Fixes energy net

* Ninjaboost usable while unconscious, remove unused action

* remove delay from adrenline message

* remove redundant stun check

* fixes ninja action icons

* remove toggle special interaction verb

* Remoeves slotting research disks into suit

* non ninjas can now start the suit initilisation

* remove unused code, capacity > charge

* radium now restores adrealine boosts, other suit reagents removed

* oops

* adrenaline boost removes stuttering

* ninjas no longer start with flashlights

* ninja suit deinitializes properly

* fix gib ninja suit gib message

* energy nets use buckling instead of anchoring, buckle_lying = -1 is now handled properly

* suit examine reports capcity properly

* ninja code cleanup

* undo buckle_lying changes
2017-09-01 15:38:42 +02:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
YPOQ c8cb3b7de0 Allows Ninja Adrenaline Boost to be used while stunned. 2017-08-03 00:00:15 -06:00
Ashe Higgs 7ee2b7c228 Update action.dm 2017-08-01 08:05:37 -04:00
Ashe Higgs 35fd896866 Merge branch 'master' into spell_action_button_thing 2017-08-01 08:05:18 -04:00
Ashe Higgs 0a32812982 Separates actions.dmi into multiple files (#29587)
actions.dmi is way too cluttered and messy, and with inhands getting the axe I decided to fix this, too. I separated the major categories of actions into their own files, like antagonist-specific actions and spells. A full list of categories is found here:

    actions_AI.dmi contains AI-specific actions;
    actions_clockcult.dmi contains clockcult-specific actions, and scripture quickbind icons;
    actions_cult.dmi contains cult-specific actions as well as sintouch;
    actions_flightsuit.dmi contains flightsuit and flightpack actions;
    actions_items.dmi contains minor item-specific actions such as the hierophant club and jetboots;
    actions_mecha.dmi contains actions related to mechs;
    actions_minor_antag.dmi contains antag-related actions with no other spot, like devils/abductors;
    actions_revenant.dmi contains revenant ability icons;
    actions_silicon.dmi contains minor silicon and console icons, like pAI and xenobiology consoles;
    actions_slime.dmi contains slime actions;
    actions_spells.dmi contains icons for all spells;
    actions_xeno.dmi contains icons for all xeno actions; and
    backgrounds.dmi contains backgrounds for the action buttons.
2017-08-01 14:26:42 +12:00
Xhuis 47b7e61078 Spell action buttons now have tooltips 2017-07-31 20:36:16 -04:00
MoreRobustThanYou 899bb2a305 Ports Rapid Cable Layers from /vg/ and paradise (#29119)
Add's a tool that lays cable as you walk , speeding up cable construction

add: Nanotrasen has begun production of the Rapid Cable Layer, a tool that helps you lay down cables faster
add: You can now craft ghetto RCLs with metal, a screwdriver, welder, and wrench. They hold less cable, and may fall apart or jam!
2017-07-28 09:58:40 +12:00
Ashe Higgs 08569ecadb You can now control-click action buttons to lock them in place (#29379)
Adds a lock function to action buttons, as well as a preference controlling default behaviour.
2017-07-25 10:05:18 +12:00
kevinz000 0833a9002f Ports instruments from /VG/station, including harmonicas, xylophones, saxophones, trombones, and a BIKE HORN. Repaths instruments to sound/instruments. Also, allows piano synth to play all instruments but eguitar and gives cargo a crate with everything. Clown gets the bike horn trumpet at roundstart. (#29277)
* multiext

* instruments

* kekkles

* clown

* Update instruments.dm

* Update packs.dm

* Update packs.dm

* Update instruments.dm

* Update action.dm

* typo

* Update instruments.dm
2017-07-16 12:48:51 -04:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
kevinz000 44e99ed7ba Adds Headphones! (#28993)
* kek

* this /should/ work.

* icon updates and wardrobes and vendors

* remie

* Update ears.dm

* typecast

* states

* updates

* Update fitness.dm

* Update wardrobe.dm

* Update vending.dm
2017-07-07 13:44:21 -04:00
Ashe Higgs 4a80a8fbe6 Rewrites Recollection and splits it into categories, rewords Hierophant Network description (#28711)
* Rewrites Recollection

* Conflicts 1

* Typos and stuff!

* Capitalizes more stuff

* capitalizations, rewords, oh my

* Conflicts 1

* Conflicts 3 (and space!)

* More changes
2017-07-03 11:09:47 -04:00
Joan Lung deae811756 Unconscious and Knockdown are now status effects (#28696)
* Unconscious and Knockdown are now status effects

* Fixes #28628

* fixes borgs

* the terrifying second argument

* Much better
2017-06-23 12:00:49 -04:00
Joan Lung 58c054acb5 Stun is now a status effect (#28654)
* Stun is now a status effect

* I'D RATHER NOT

* smart

* very smart

* pideyview

* small fixes

* slight fix
2017-06-22 10:50:46 +10:00
Joan Lung 2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
Mike Long 0c79d3ff8e Ninja Refactor (#27316)
* Begins converting Ninjas into the new antagonist datum system.  Does not compile.  Work in progress.

* More work towards datumizing ninjas. Still not finished. Now compiles.

* Adds ninja to traitor panel.

* Add objectives now takes an arg for number of objectives.

* Event now actually ninjas the ninja.

* Ninja suit initialization now works.

* Cleans up the suit initialization code some.

* Suit initialization is now action rather than verb based.

* Now properly adds objectives and memories to the mind upon gaining datum.

* Starts to replace ninja verbs with actions.

* Hooks ninja abilities up to action buttons.

* Whoops, missed a verb.  Gloves are next.

* Adds toggle ineraction type action button.

* Changes icons as per ChanglingRain's suggestions.

* Second round of changes for ChanglingRain

* Replaces sleeps with addtimers.  It's ugly, but more CPU efficient.

* Fixes compile errors.

* Fixes compile error, again.
2017-05-18 10:21:26 -06:00
coiax b633cd6ba2 Moves languages to a holder datum, gives mind its own language holder (#26776)
* Ghosts now have a language menu

🆑 coiax
add: Ghosts can now modify their own understood languages with the
language menu.
/🆑

- Language menu is now on /atom/movable, and can be opened by any atom
with the `open_language_menu` proc.
- Used for testing, and simulating what various station members hear.

* Language holders, I

* Language holder, II

* Dos line endings

* MIND LANGUAGES

* Fixes some mobs not having language holders in their minds

* Shadow languages

* How did you lose the holder?

* Mob level IC->Open Language Menu verb

* Gives draconic to silicons

* Lazy breeki

* Use of pre-initialized global lists for languages

* Fixes bugs with lazy holders
2017-05-05 15:12:27 +02:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
AnturK 424df99363 Fixes action transfer (#26356) 2017-04-19 13:07:13 -06:00
Robustin 7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00