Commit Graph

27795 Commits

Author SHA1 Message Date
AnturK b9210e9811 Fix a few nanite runtimes (#43478)
Just some missing sanity checks.

* Fixes spreading nanites runtimes.
* Also glitch runtime.
2019-04-04 21:54:59 -07:00
Brett Williams e23cc06531 Changes Monkey Tackling to Function Like Disarm Rework (#43424)
* Fix the monkies

* pinned commit
2019-04-04 16:11:17 -04:00
oranges 627cd2bb0c Merge pull request #43484 from Militaires/clownsuit
fixes clown suit datum runtime
2019-04-04 19:10:22 +13:00
Rob Bailey a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
militaires 72121f2974 fixes clown suit datum runtime 2019-04-04 02:12:01 +02:00
FloranOtten 80ab07fad7 spellcheck (#43467) 2019-04-03 14:27:18 -04:00
Tlaltecuhtli ec1ad61558 new cargo crates & tweaks (#43454)
* 1

* 2

* finall pre pr

* oof

* oof

* testing merge conflict fix

* test mk2

* test mk3

* plant & chem

* bvcgr

* fixed stuff

* grammar stuff

* fixes clothing + cobby bribe

* new sprites by wjohn

* Update code/modules/clothing/suits/armor.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* tweaks .38 stuff

* Update code/modules/cargo/packs.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* nuclear option
2019-04-03 14:23:38 -04:00
nervere d04fd9417c removes unused secrets panel button, fixes a button in the global player panel (#43427)
* fixes secrets topic check_antagonist

* removes code related to check_antagonist topic that doesn't work or does nothing

* changes the name of the button in the secrets panel

* removes old secrets panel topic check_antagonist

* player panel antag button no longer relies on secrets topic

* player panel antag button no longer relies on secrets topic

* readds something i shouldnt have removed
2019-04-03 18:21:26 +02:00
ShizCalev d128a12773 paraplegic vehicle fixes (#43399)
* paraplegic vehicle fixes

* im on a boat
2019-04-03 11:10:57 -04:00
Tlaltecuhtli 05d9b6056c fixes large ebows insane dmg (#43446) 2019-04-03 10:36:10 -04:00
John Ecron Smith 3b38b37f7f Adding laceup shoes to curator's outfit (#43441)
Adds laceup shoes to curator's outfit.
2019-04-03 10:33:05 -04:00
ShizCalev d1c3ac84ba allows byond members to bypass pop cap (#43458)
* allows byond members to bypass pop cap

* fix

* new line
2019-04-03 10:20:03 -04:00
Brett Williams 5008b3e93f Fix "at at" in map template loading logs (#43460)
Removed unlawful reference to Disney's Star Wars franchise in map logging.
2019-04-02 18:10:20 -07:00
nervere 80ff869077 Fixes for asay, asay darkmode, and asay when custom asay colors enabled (#43422)
About The Pull Request

Fixes several annoying and unintentional things about asay.
Fixes #43370
Changelog

cl Nervere
fix: Default color for when custom asay colors is not enabled is now orange, not red.
fix: Asay is now properly bolded in lightmode.
fix: Asay is now properly bolded in darkmode.
tweak: Default color for when custom asay colors is enabled is now orange, not black.
/cl

closes #43370
2019-04-03 10:51:24 +13:00
Militaires 3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
ShizCalev 27c66097c6 Fixes locker bolts moving mobs not valid for insertion into lockers. (#43439) 2019-04-02 16:10:58 -04:00
MrDoomBringer 4642306b15 does it (#43451) 2019-04-02 21:56:04 +02:00
zxaber 3fdd7746ef Deflection tweaks with the MK-I Ripley in mind (#43304)
* (deriuqer) yrammuS

* Also this

* Guess I'll do it this way, then

* You can hit the arms now, too

* Update code/game/mecha/mecha.dm

requested by ShizCalev, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update mecha.dm

* commited a comment
2019-04-02 20:59:57 +02:00
moo 596d57cb6f Refactored magic guns to use process_fire() for checks (#43432)
This was previously using afterattack()
2019-04-02 14:00:02 -04:00
MrDoomBringer 0c4fe77857 whups i dropped my monster check i use for my magnum sanity (#43445) 2019-04-02 13:58:50 -04:00
Rob Bailey f9a6864774 ez clean buff (#43444) 2019-04-02 12:41:47 -04:00
Barhandar c3d471ee19 Buffs plasteel golems (#43415)
* VERIFIED golem buff

* Oops wrong proc

* Annnd the description mentioning this.
2019-04-02 01:43:30 -04:00
WJohn b8c032f7c0 New 357 Revolver Sprites (#43438) 2019-04-02 01:34:59 -04:00
Brett Williams a3bcd15595 Return of the Ass: Photocopier Edition (#43437)
* Return of the Ass

* One last commit, master...

* spring cleaning
2019-04-02 01:33:09 -04:00
pireamaineach 7c821fc1fa Make the .45 magazine actually update per round. (#43433)
Makes the .45 magazine actually update per round rather than just showing
full or empty.
2019-04-01 16:14:41 -07:00
Tad Hardesty 3d098c890a Standardize obj/updateicon() and update_icons() to update_icon() (#43418)
* Standardize updateicon to update_icon

* Standardize obj/update_icons() to update_icon()

* Fix pneumatic cannon infinite loop
2019-04-01 18:08:19 -04:00
MrDoomBringer 34ffee6d45 fixe (#43443) 2019-04-01 18:01:44 -04:00
Vile Beggar c20a86e79d supreme boo (#43414) 2019-04-01 11:59:12 -04:00
Tlaltecuhtli 7aa9332cab cryo cell start with auto eject true (#43420)
🆑
tweak: cryo cell starts with auto eject true
/🆑
now malkraz has a debt of 1 gbp with me
2019-04-01 10:43:20 -04:00
Tlaltecuhtli 15357e6288 Fix grammar error in void magnet (#43426) 2019-03-31 22:09:08 -07:00
Brett Williams b14809f889 Refactored magic guns to use process_fire() for checks
This was previously using afterattack()
2019-03-31 20:29:59 -03:00
oranges eaf73214e6 Merge pull request #43409 from AutomaticFrenzy/patch/blood-brothers
Fix blood brothers causing the whole end-round report to be bold
2019-04-01 10:33:46 +13:00
AnturK 71285cf7c4 Remove update icon in portable atmos process (#43392)
Canisters already do this manually, and other portables visuals don't care
about their contents changes.
2019-03-31 10:37:53 -07:00
francinum 36ec6ec90f Fix inter-server crosshop (#43406)
Lists start at one. Thanks Lummox.
2019-03-30 14:16:42 -07:00
ShizCalev f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
Vile Beggar e8fb46e746 Fix needing to remove clown/mime mask to shower (#43390) 2019-03-30 13:53:49 -07:00
vuonojenmustaturska 029aa1d3c8 Webeditor PR touching LINDA (#43330)
* Update LINDA_fire.dm

* Update LINDA_fire.dm

* Update LINDA_fire.dm

* Update LINDA_fire.dm

* Update LINDA_fire.dm

* Update LINDA_fire.dm

* the return value doesn't even fucking matter

* now it's much more readable

* just checking to see if you were awake
2019-03-30 18:57:34 +01:00
Tad Hardesty 6b175bfd1e Fix blood brothers causing the whole end-round report to be bold 2019-03-29 20:46:12 -07:00
Tlaltecuhtli ebfc2659f8 [S]nerfs the petting park (#43381)
* exploit fix

* 2

* 2
2019-03-29 17:54:38 -04:00
81Denton 5892af0f10 Fixes plant tray strange reagent reaction (#43382) 2019-03-29 13:27:08 -04:00
pireamaineach 617880080c [NOT FUCKED ANYMORE] Numerous detective related changes. (#43317)
Numerous detective related changes.
2019-03-29 13:23:38 -04:00
AnturK 1dbcaf78a1 Adds simple framework for learnable crafting recipes (#43296)
* Adds simple framework for learnable crafting recipes

* whoops

* Moves teach/check functions to mind

* Code golf

* I just moved these around but fine.

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-03-29 11:55:29 -04:00
Spirono bb74c94391 Change Ethereal low charge damage from brute to tox to prevent dying (#43286)
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
2019-03-28 22:06:11 -07:00
Tad Hardesty 687f3c97c3 Fix being sent back to lobby not allowing changing quirks (#43319) 2019-03-28 14:49:44 -04:00
zxaber 48af774578 Allows AIs to set camera location hotkeys (#43241)
* Does the stuff

* Changes, see following post.

* Sending the eye to "null" deletes it, apparently

Leme go ahead and fix that

* Oh, that don't work that way.

* requested change

Anything I put here looks like ShizCalev typed it.

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update ai.dm

* "zero" change in this one

get it?

* Update code/modules/mob/living/silicon/ai/ai.dm

Requested by Cobble, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
2019-03-28 14:42:42 -04:00
zeroisthebiggay f9272115f7 Service Cyborgs trade their shitty Violin for the epic Synthesizer. (#43288)
* I gave service cyborgs a synthesizer to play Despacito on the Recorder.

* fuck the violin.
2019-03-28 01:56:24 -04:00
Tlaltecuhtli fde4c92638 fixes vending machines not having refill parts (#43314)
* 1

* 2
2019-03-28 01:55:50 -04:00
Fox McCloud 1d6aa2fb2a Fixes an Ancient LINDA Bug (#43326) 2019-03-28 01:54:38 -04:00
AnturK 6ba7c1e428 Add flip on death mode to simple animals (#43331)
It's here for admin varedits or when no one bothers to make dead state
icon.
2019-03-27 22:34:58 -07:00
PKPenguin321 8b8fee0ab5 X-Ray Balance (#43340)
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.

Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
  will never have the gene naturally

Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
  (see above)

Thermal vision is just a strictly worse xray
2019-03-27 22:18:20 -07:00