Commit Graph

94 Commits

Author SHA1 Message Date
phil235 3c8a9274bf Fixes spell action button not being updated correctly regarding zlevel and clothes requirements. The buttons are now always not red in these cases but clicking them give the proper fail message.
Fixes blind AI (lack of power) staying blind if transfered to a mech or a card.
Fixes magboots action button icon not updating when toggling the boots on.
Fixes Area teleport spells not having a cancel button when choosing the destination area.
Fixes spell action button not being removed when the spell is refunded.
Fixes revenant spell action button icons not being updated when the revenant is inhibited by a null rod.
2016-02-29 16:30:54 +01:00
AndrewJacksonThe2nd 38f3f1dada Merge branch 'master' of https://github.com/tgstation/-tg-station into PARANOIA
Conflicts:
	code/game/objects/items.dm
	code/modules/clothing/masks/gasmask.dm
	code/modules/clothing/under/chameleon.dm
2016-02-23 21:06:36 -08:00
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00
phil235 91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
AndrewJacksonThe2nd 5d5d2427f4 temp 2016-02-20 22:12:25 -08:00
KorPhaeron 6cef32be12 Adds instagib mode to CTF 2016-02-06 07:11:51 -06:00
PKPenguin321 cdfefbf92b fixes travis
o n e    l i n e    c o m m i t s
2016-01-31 16:26:21 -08:00
PKPenguin321 eeda4bbd04 updates var names, allows clown shoes to hold bike horns
zilenans around the globe, rejoice
2016-01-31 15:54:32 -08:00
PKPenguin321 20e70de015 removes quality humor
comments are srs bisnis
2016-01-29 16:32:04 -08:00
PKPenguin321 9224027ca8 adds the ability to store knives/pens/edaggers in certain shoes
added by clicking the shoe with said items, and removed by click-dragging the shoe with the item to yourself/an empty hand slot
2016-01-25 18:31:58 -08:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
YotaXP 2ffc5f055c Fixed bad origin_tech values. 2015-11-05 15:32:25 -05:00
Remie Richards 82a79a1705 Merge pull request #11787 from bgobandit/theywanttherandd
Adds origin tech values to a lot of items.
2015-09-19 14:20:09 +01:00
bgobandit 0664cffa45 tweaks shit 2015-09-15 21:43:19 -04:00
Xhuis 1178fbe079 Major cult changes
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.

It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.

Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.

Miscellaneous tweaks:

    Blood boil runes now explode when used
    Convert runes can now work solo, but take time
    Armor runes now only provide the basic armor set
    Tomes now do a static 15 burn damage and play a sound
    If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
2015-09-16 10:04:49 +12:00
Menshin ce2ee15b57 * Added boundary checks for stack sheets inserting (fixes #11732)
* Limited material inserting to stack sheets for the protolathe and banana shoes
2015-09-12 12:11:57 +02:00
Razharas f9a01d1365 Merge pull request #11580 from xxalpha/protocontainer
Changed protolathe code to use material container.
2015-09-12 08:56:47 +03:00
xxalpha 28889d2b6a Changed protolathe code to use material container.
Clean proc, typo fix

Standard sheet values
2015-09-11 12:39:32 +01:00
xxalpha 4ead972306 Drying agent. Recolor dry shoes
use define
2015-09-01 22:59:30 +01:00
xxalpha 7cc6070a13 Absorbent galoshes. 2015-09-01 17:08:59 +01:00
phil235 d72cbcaf2f - fixes handcuff overlay on monkey not showing.
- Fixes the lack of handcuff icon on the hand screen object for alien humanoids..
- fix legcuff overlay not showing on monkey.
- fixes fire overlay for monkey, aliens and cyborg, no longer looks human shaped.
- Made the regenerate_icons's subprocs at the carbon level more OOP.
2015-07-17 01:15:21 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
xxalpha cbf041c054 MATERIAL DATUM 2015-07-01 18:32:30 +01:00
xxalpha cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
Ikarrus 4f4b8f1774 Merge branch 'master' of https://github.com/tgstation/-tg-station into burntweaks
Conflicts:
	code/game/objects/structures/crates_lockers/closets/job_closets.dm
2015-06-28 19:00:16 -06:00
Razharas 98c2bd18db Merge pull request #9620 from xxalpha/mineralcontainer
Fixed banana shoes mineral handling.
2015-06-28 15:07:17 +03:00
Ikarrus 7894263033 Destructible Clothing Tweaks
- Fixes runtime with burning decals without reagents
- Adjusts some burnable flags
- Removes minimum shred prob()
2015-06-27 13:33:33 -06:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Xhuis 3bc466a0ff Merge remote-tracking branch 'remotes/upstream/master' into thaw 2015-06-16 11:42:47 -04:00
Xhuis 50e49d1136 FEATURES SIX AND SEVEN: Suicide msg's and cloaks 2015-06-10 14:17:38 -04:00
KorPhaeron af89c59ed0 Lowers Armor Values
At some point someone changed the armor system to always block, which I
understand, because RNG is annoying, but they didn't lower the armor
values to compensate.

Right now a basic security officer blocks 50% of all melee damage. It
would take 7 hits from an esword/punches from a Juggernaut to reliably
down an officer, and just a single stun baton to down a guy with an
esword.

It takes 20 hits from an inactive baton to crit a basic officer, 8 hits
from an arblade, etc.

In short, melee is completely awful as soon as someone throws on a basic
vest. It makes melee weapons impossible to balance because even if
they're strong enough to crit a random med doctor in 4 hits they're limp
noodles vs a helmet. We can't move away from "I stun you lose" combat if
stun weapons are 8-20 times as effective as anything else.

I lowered the values around half for melee and tweaked laser resist a
bit as well (again, it shouldn't take 10 lasers to down someone vs their
one taser). I'm not overly attached to these values, nor are they
particularly deeply thought about,  I just wanted to get a conversation
on git started where everyone would see it.
2015-05-29 23:34:07 -05:00
xxalpha f38683b871 Fixed a few small things. 2015-05-23 22:39:17 +01:00
xxalpha 14de0a4346 Merge remote-tracking branch 'upstream/master' into mineralcontainer
Conflicts:
	code/modules/clothing/shoes/bananashoes.dm
	tgstation.dme
2015-05-23 21:30:52 +01:00
TheVekter edd3daab24 Fixes #9066, removes description on Noslips 2015-04-27 14:03:51 -05:00
kingofkosmos e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Remie Richards 370a7100c7 Moves ninja shoes into the ninja folder 2015-03-09 23:02:26 +00:00
dannno 9b1fa2479b conflict fixing + changelog 2015-02-26 16:48:11 -05:00
dannno 44ea489940 THE OWL RETURNS: PART 2: REVENGE OF THE GRIFFIN
- adds The Griffin costume to the autodrobe
2015-02-23 17:30:17 -05:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
TZK13 8400ec9800 Adds work boots and fixes character setup previews. 2015-02-04 00:32:15 -06:00
xxalpha 3593f4701f Removed unnecessary procs. 2015-01-03 15:08:50 +00:00
xxalpha 1844e5faa0 Merge remote-tracking branch 'upstream/master' into mineralcontainer 2014-12-30 20:48:15 +00:00
paprka 0f3f0659d1 coats to lockers, winter boots 2014-12-05 21:14:49 -08:00
Xhuis 2eb28a2a80 Fixes spelling errors in clothing item descriptions and adds/edits descriptions for others. 2014-11-20 23:26:10 -05:00
xxalpha d281aa6361 Changed comments and names of vars. 2014-11-19 19:14:07 +00:00
xxalpha 5b686b3d8f A new datum for handling minerals in machines. 2014-11-18 22:20:47 +00:00
paprka ec6b2424d2 purge the unused 2014-11-13 21:10:53 -08:00
paprka 40cdf3ffec swat mask overhauls and such 2014-11-13 18:36:30 -08:00
Remie Richards c1060d95b2 Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidBurns
Conflicts:
	code/game/atoms.dm
	code/game/objects/items.dm
2014-11-03 19:38:58 +00:00