Commit Graph

48 Commits

Author SHA1 Message Date
Lo6a4evskiy 43207c3070 Fix police and telebatons ignoring shields 2016-02-18 02:57:32 +04:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
Cheridan 6a9a5c820e Merge pull request #13560 from Incoming5643/and_as_the_sword_looked_upon_the_infinite_cosmos_it_knew_it_just_had_to_try_and_fuck_everything_up
Supermatter swords and the infinite void
2015-12-12 23:22:48 -06:00
Incoming 8ee40a1518 supermatter now reduces turf to base turf, and checks for base turf instead of space.
(in most settings, base turf IS space)
2015-12-10 19:46:35 -05:00
Incoming a05e29b27e Supermatter swords can no longer consume space itself to spam radiation at people. 2015-12-10 17:13:40 -05:00
bgobandit 984582f6ba tweaks and shit 2015-12-10 15:48:22 -05:00
bgobandit 92d86dd369 Adds mats/origintech/burn_state to more items. 2015-12-10 15:32:28 -05:00
swankcookie d56c24f841 SM Sword 2015-11-22 23:44:23 -06:00
Incoming bf34b97b1e Gives supermatter swords a better check for adjacency, and moves the parent code below the dust code to be extra sure <b>nothing escapes</b>.
I started up a test server and was smacking people to dust like a pro, armor or not.
2015-11-13 01:13:05 -05:00
Incoming5643 555c37625b Adds force and armour_penetriation to the supermatter sword 2015-11-03 02:47:26 -05:00
Incoming a9138e84c1 *Adds supermatter sword sprites
*Makes bullets that hit the supermatter sword get eaten
*Fixes some edge cases where a sword could eat itself
*Improves atmos handling
2015-10-31 19:48:24 -04:00
Incoming 5a4d72f5a4 *Supermatter sword will now passively eat through anything you put it in, and burn through the floor it's resting on!
*Supermatter sword now laughs at explosions and acid!
2015-10-25 22:08:22 -04:00
Incoming ef24943bc9 SUPERMATTER SWORD!
It's a sword made of supermatter! It'll dust nearly anything! It's hilariously lethal to actually attack with without radiation shielding! It's still eventually lethal even WITH radiation shielding! Admin Only! Good Ideas!
2015-10-25 03:15:07 -04:00
Marc R. Uchniat 4ee9e11860 telebaton and tank suicides now check for deletion properly, telebaton properly deletes brain, tank no longer drops brain 2015-09-15 10:02:46 -07:00
Marc R. Uchniat a1439aaa4a make telebaton actually open if closed, add check to make sure mob still exists when you do magic to it (thanks @phil235) 2015-09-14 12:38:45 -07:00
Marc R. Uchniat 922cd5d666 removed extraneous hgibs() call in tanks.dm, turned spaces to tabs in affected files to make remie and everyone else happy 2015-09-11 13:03:33 -07:00
Marc R. Uchniat 3e4c8ab291 tank suicide: pops you like a balloon and spits out your brain, also minor style change for consistency on telebaton 2015-09-11 11:48:30 -07:00
Marc R. Uchniat 64fd1c317c telebaton suicide: changed message, added gibs, added removal of brain 2015-09-11 11:30:36 -07:00
Marc R. Uchniat 2f9cbf9536 suicide messages for damp rag, tanks, and telebaton 2015-09-10 11:44:27 -07:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
MrStonedOne a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
Fayrik 0173c7af6e Adds everything and makes it all work perfectly. It's like I'm almost good at this or something. (Seriously, points of interest: Secbots react to being shot. Dart rigging. Donksoft guns.) 2015-03-21 16:18:32 +00:00
Razharas 10b21b20ab Conflicts resolution
In items weapons melee misc
2014-12-29 11:49:30 +03:00
paprka 152be974dc reverts return change (returns return change?) 2014-12-28 18:53:44 -08:00
paprka 3fb065cd29 improves telebaton and police baton 2014-12-16 22:33:09 -08:00
Razharas 21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
phil235 86405fa8c0 Standardizes attack messages to always show the attacker first (when there is an attacker).
Replacing some fo mob in viewers() show_message() with visible message().
Simplifying some message code in a couple places, fixing typos and span classes.
2014-11-24 01:49:34 +01:00
paprka 635458446a fixes compile errors by assigning proper target for checks 2014-10-28 09:51:36 -07:00
paprka b0be021739 fixes telebaton stunning borgs 2014-10-28 09:03:46 -07:00
paprka 40ab91a060 removes a few spammable visible messages 2014-10-14 04:58:42 -07:00
paprka 6235cb3401 stun logging for telebaton 2014-10-11 09:29:44 -07:00
Cheridan 08be1b34eb Revert "Changes a few green crosses to blue on sprites that I missed last time" 2014-10-04 19:22:10 -05:00
Jordie0608 dfd2cc4b60 Changed suicide messages to visible_messages and fixed relative pathing 2014-05-13 01:44:29 +10:00
Hornygranny d550b3491b Increases most stuns 40% in length (now 7, up from 5, which was down from 10) 2014-03-06 22:56:22 -08:00
hornygranny c31647376e This is for discussion of things that need to be changed to move away from purely stun based combat. Please only comment if you have something to contribute, rather than just saying you like or dislike it.
Shoes do not increase your movement speed
Stun/weaken on basically everything reduced from 10+ to 5 ticks
Time to unbuckle/uncuff self halved
2014-02-27 10:56:06 -08:00
Cheridan e60ecbb1f4 Merge pull request #2590 from GarrusVakarian/issue#2436fix
Fixed issue #2436 (Classic baton stuns borgs)
2014-02-02 16:08:45 -08:00
GarrusVakarian 94bbf55ce3 Adapted code to Jordie0608's fix 2014-02-02 18:01:46 +01:00
GarrusVakarian 30c4694487 Adapted to fit programming standard 2014-02-02 05:22:39 +01:00
GarrusVakarian f71ffde259 Fixed issue #2436 (Classic baton stuns borgs) 2014-02-02 02:05:15 +01:00
Jesus Hussein Chris 52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00
Pete Goodfellow af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Razharas 358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Cheridan 637e7f72c9 Nuke Op Population Scaling and Content Update
to be edited
2013-11-03 16:41:57 -06:00
johnsonmt88@gmail.com 1f07f31b64 Grammar fixes for item-suicides.
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-17 02:52:57 +00:00
johnsonmt88@gmail.com 2c3ae32f04 You can now commit suicide using certain items! There will be more items to come, this really just lays the groundwork.
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.

The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.

To any coder wanting to add items to this: 
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.

Parrots can now see which item they are holding onto in the stat panel.

The toy crossbow should once again work properly. Fixes Issue 1227.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-05 03:56:24 +00:00
johnsonmt88@gmail.com e7ebfae317 Another whack at the defines folder:
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm

Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-01 01:25:02 +00:00