Commit Graph

142 Commits

Author SHA1 Message Date
Xhuis 527dddd95d Complete Revenant Rewrite (#18522)
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.

Total change list:

    Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
    Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
    Umbras' health is not based on vitae but has a hard cap at 100.
    Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
    When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
    Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
    EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
    Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
        Toggle Nightvision is self-explanatory.
        Discordant Whisper is identical to the original revenant's transmit.
        Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
        Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
    Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
2016-06-17 10:58:07 +12:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
oranges 99620ffe76 Merge pull request #18481 from phil235/PlantsGunsShit
Moving code around
2016-06-13 00:14:29 +12:00
phil235 3b8af6f5ff Fixes grille/New() not calling ..()
Blood drips icons are now in blood.dmi instead of drip.dmi (which only had the 5 drip sprites).
Moved projectiles, guns, casings and ammo boxes to be in the right files. Please don't put your gun with its projectile, ammo casing and ammo box all the same file.
I split growing.dmi into 5 smaller files so we don't get close to the 512 icon limit again. Each seed has a var to indicate which icon file to use when planted.
Fixes code for heavy pulse laser projectile to be less awful.
2016-06-11 23:18:26 +02:00
xxalpha aa61810083 var name 2016-06-11 17:49:22 +01:00
xxalpha 9898f948b7 LARGE GRAFFITI 2016-06-10 22:31:38 +01:00
phil235 b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
Cheridan e72d6c32f9 Lavaland Mapping Volume 3 (#17474)
Tweaks:
-Removes an errant sleeper from the animal hospital
-Fixes invisible walls/weirdness with sandeffect turfs (replaces with sand effect decals), adds breath masks.
-Converts both to TGM format.

And the big one: Completely remodels clown ruin. I won't ruin the surprise. Welcome to clown planet.
2016-05-09 01:59:59 -05:00
nullbear ec7300f70e makes it impossible to join the server unless your ckey is prefixed with "im_a_cuck_" 2016-05-03 02:38:38 -07:00
KorPhaeron 0bbcc00c4d Revert "Move some stuff from different layers to different planes" 2016-04-29 16:07:23 -05:00
MrPerson b50e0ee42c Merge branch 'master' of https://github.com/tgstation/-tg-station into planes_on_a_snake 2016-04-27 17:03:32 -07:00
phil235 fcf544283d Merge branch 'master' of https://github.com/tgstation/-tg-station into AttackbyDestruction
Conflicts:
	code/game/objects/structures/crates_lockers/closets.dm
2016-04-24 21:22:37 +02:00
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
MrPerson 3f70f880ac Move some stuff from different layers to different planes
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).

Also created a file to contain plane and layer defines for hopeful eventual use.

Hopefully this doesn't change anything now but does enable some nifty new features in the future.
2016-04-24 04:03:41 -07:00
Nerd Lord ff44a04f3b Makes a few things use the temporary overlays instead of doing stuff manually 2016-04-19 10:28:40 -04:00
c0 240fd5bc05 Plant Refactor: Genesis 2016-03-09 09:29:37 +03:00
Akke fc88b4d589 changes destroy() to qdel(src) 2016-03-02 00:00:54 +00:00
Akke 72854bd973 Flies can no longer eat.
Flies must eat vomit.
Eating causes vomiting.
Janitors and Janitorborgs rollout.
2016-02-23 00:03:15 +00:00
phil235 2ec892a1fc Merge branch 'master' of https://github.com/tgstation/-tg-station into Holobarrier
Conflicts:
	icons/effects/effects.dmi
2016-02-22 01:34:20 +01:00
phil235 8b2708ff9a Replaces holo tape and holo tape projector with holo barrier and holo barrier projector (children of the janitor's holosign creator). 2016-02-19 02:34:57 +01:00
phil235 eaef2e842a Spray bottles now use a "stream" mode toggled by clicking the bottle.
The stream mode launches a chem puff that does not react with objects or turfs on its trajectory, it only reacts with standing mobs in its way, the puff doesn't go through the mob and is immediately deleted after reacting, or with the things on the last tile it can reach.
This mode is the initial mode for the nukeops chemsprayer (but the mode can still be toggled if you want to spray things on many tiles). Also the chemsprayer always spray 10 units per use now, and its range in spray mode is reduced to 4 tiles (so player aren't confused by the puff doing nothing when they aim very far and the amount transfered to each tile encountered is very low(amount is divided by range))
Fixes the chem puff appearing behind mobs it passes through.
2016-02-18 20:55:40 +01:00
Buggy123 692d3a6100 Fuck it just genericize the description. 2016-01-10 18:46:38 -05:00
Buggy123 18bab22f25 New spraypaint decal 2016-01-10 18:23:43 -05:00
Buggy123 ebb7e62edc Update crayon.dm 2016-01-10 02:54:22 -05:00
Buggy123 30ceab8c19 Spraypainted stuff no longer appears to be drawn with crayons. 2016-01-10 02:33:07 -05:00
duncathan salt 18b9d67ab5 Merge pull request #14364 from swankcookie/cockroach_guts_fix
Cockroach guts fix
2016-01-06 22:50:15 -06:00
swankcookie d4c3048a31 Removes redundant anchor tags
Signed-off-by: swankcookie <__X__>
2016-01-06 22:08:17 -06:00
swankcookie a7508350e5 Gives /cleanable.dm "anchored = 1" 2016-01-03 20:43:48 -06:00
MrStonedOne b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00
KorPhaeron a47b490d2b That was dumb 2015-12-26 07:00:20 -06:00
KorPhaeron 1a958e83b6 Stacking decals 2015-12-26 06:47:07 -06:00
KorPhaeron 6ad132df53 Stacking decals 2015-12-19 07:41:22 -06:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
MrStonedOne a1bfb37f0c Tweaks lighting some more.
This should be ready to go.
2015-12-02 07:12:37 -08:00
Cheridan ed9b0c35c6 Merge pull request #12612 from phil235/BugFixBoogalooI
bugfixes: bloodcrawl, losebreath, wintercoat, and more
2015-10-25 14:19:11 -05:00
phil235 da84fcd8d2 - Fixes shadowling receiving burn messages even when dead. I've also fixed the same bug for other species and made certain spec_life() procs not run when the mob is dead. I also made slime species a subtype of jelly species since they had a lot of code in common thus reducing duplicate code.
- Fixes odd behavior with emagging airlock and windoor animation.
- Fixes being able to bloodcrawl in oil decal.
- Fixes being deaf after bloodcrawling.
- Fixes wintercoat hood appearing below the mask.
- Fixes being able to attack another mob before the game has started (and other things which used a gamestart check that no longer works).
- Ghosts can no longer become drones before the game has started.
- Removed "bhunger" and "ajourn" mob vars, they are unused.
- Fixes admin-revived morph being invisible.
- Fixes heart attack stacking losebreath very high. Also now losebreath is reset to 0 when the mob dies.
- All mobs no longer have a default strip menu showing two hands.
2015-10-23 20:00:52 +02:00
phil235 d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
bgobandit e7555de606 Adds the ability for chemists to turn gibs into soap. Gibs can now be scooped. 2015-10-13 20:01:49 -04:00
phil235 0efb30434a Fixes not being able to move during jaunting if you are cuffed and pulled.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
2015-10-08 00:48:00 +02:00
xxalpha 22474094ae Merge remote-tracking branch 'upstream/master' into hot_or_not
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
2015-09-24 03:14:04 +01:00
xxalpha 655b1a77c7 Replaced refactored is_hot() to be an atom proc. 2015-09-24 01:12:38 +01:00
Miauw b8184210bd Removes the shitty red faction poster and replaces it with two new posters. 2015-09-20 20:07:29 +02:00
oranges 48f86bc9f5 clean up more non useful comments 2015-09-17 12:23:44 +12:00
Remie Richards 7b6bbbfed1 Further tweaks. 2015-09-13 16:17:50 +01:00
Remie Richards 4bb97067b2 Tweaks amount of footprints, and fixes some bugs related to footprints, adds shoetype tracking to footprints 2015-09-13 15:36:56 +01:00
Razharas 161156cffc Merge pull request #11585 from bgobandit/legitposters
Poster changes!
2015-09-09 02:38:56 +03:00
bgobandit 2cee8c85dc Reworks the poster lists per cheridan 2015-09-07 12:18:06 -04:00
bgobandit 72ac379bbf henk 2015-09-07 07:18:58 -04:00
bgobandit fd5e854118 IF TRAVIS DOES NOT WORK AFTER THIS I SWEAR TO CLOWN 2015-09-06 14:02:10 -04:00