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TGSDMAPI
6
Commits
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b0c9a4649c |
Speed modifiers (#19845)
Ported and implemented movespeed_modifer, for most things, from TG. Gave deprecation DMDocs to the old calculation system. Some code cleanup around. |
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7bdf4cafa5 |
Alcoholism overhaul (#19179)
Takes on feedback from the implementation of the previous alcoholism overhaul, and applies fixes to it to make things better, generally. - Fixed up alcohol and butanol affect_ingest() to improve the logic flow, and fix bugs where Unathi were able to drink alcohol without being poisoned. Non-Unathi are now no longer intoxicated by butanol, as well. - Better intoxication messages. - Generally buffed intoxication resistances for Unathi, Tajara, and Skrell, to compensate for recent changes to intoxication potency. Unathi are MUCH more resistant to intoxication now (total resistance increased from 0.4 to 0.8, which is slightly less than Tajara now) however they can no longer drink alcohol at all without getting poisoned. - Alcohol poisoning now does not kill by giving you liver damage and MSOF, but by suppressing, and eventually stopping breathing. - Ethylredoxrazine now prevents people from falling into comas from alcohol toxicity alltogether. - Vomiting from being intoxicated now happens much less often. - Being drunk enough to cause vomiting now has a pulsing message to go along with other drunkeness messages. - You can now correctly black out or fall into an alcoholic coma while buckled to a bed or laying down. --------- Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com> |
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5eb6738fa7 |
Alcohol Intoxication Overhaul (#19062)
This PR will make broad changes to the way that alcohol/butanol intoxication works in game, with the intention of making alcohol consumption actually impactful, and last much longer than it currently does. It also includes some quality of life changes to the way that liver damage works, better indication of the player's level of intoxication to better communicate when the player is getting **too** drunk, and the frequency of vomiting. Players will **no longer** die extremely fast from getting drunk, will be able to get drunk, and stay drunk. - The rate of liver alcohol filtration has been reduced to 0.015 intoxication every second. This calculates out to the elimination of 0.015 BAC (One standard drink) every ten minutes. - New messages have been added to indicate when the player is drunker than drunk. - At 0.10 BAC the "You feel drunk!" message is replaced with the message "You feel absolutely smashed!" - At 0.15 BAC the "You feel drunk!" message is replaced with the message "You feel the room spinning..." - Liver damage no longer occurs when the player vomits from intoxication, and instead occurs when the player blacks out or loses consciousness (0.20 and 0.30 BAC, respectively) - The liver will no longer regenerate BAC is above 0.20. - The coefficient multiplier that Unathi metabolise butanol has been buffed from 3 to 9 (They now metabolise butanol at roughly the same rate that Humans metabolise Alcohol) One thing of note is that these changes have indirectly fixed a "bug" that was occurring for Unathi with Butanolic beverages; The liver was filtering out intoxication faster than Unathi were able to metabolise some lower strength butanolic drinks, making them unable to get drunk from things like sarezhi wine. With the buff to intoxication, and the reduction in liver filtration speed, butanol is going to be returned to being very potent for Unathi (This seems to be the way it was originally intended?) so Unathi players who are used to Butanol being quite useless at intoxicating Unathi are going to need to be especially careful. Also, I have done testing on my local test server, but to be frank the tickrate of my test server is very fast, and I'm not entirely sure just how well these changes will translate to a live environment with a heavier server load and longer tick times. --------- Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com> Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> |
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11f8eff319 |
Cryonics Additions + IV Bag Stuff (#18415)
### Summary: This PR fleshes out cryonics, both inside a cryotube and outside of a cryotube, and gives a pharmacist a lot more to do during those high energy rounds as they will be required to prepare and oversee any cryonic mixes. Lots of ways you can go about doing with the biggest reward being brain regeneration that bypasses oxygenation requirements, at the cost of significant downsides if done improperly. This generally empowers pharmacists and physicians and offers non-surgical treatment alternatives, though often incurs a penalty or takes a little longer than surgical treatment, so it doesn't make surgeons redundant. This list'll be exhaustive so medical players aren't left in the dark and can just refer to this while a wiki update is worked on, instead of digging through code. **Changes to Stasis/Cryotubes:** - Stasis at temperates between 120K and 200K has been reduced to between 5 and 10, as opposed to 10 and 20. This means chemicals still have a good chance of metabolising if you set a cryotube to above ~140K. Cryotubes will still achieve good stasis if you cool below 120K - upgraded stockparts from the workshop/R&D will help with this. - (Bugfix) IPCs will not longer be knocked unconscious if they enter an active cryotube. **Misc. Reagent Additions/Tweaks:** - Bicaridine now only requires 30u in the blood to begin attempting to repair arterial bleeds, as opposed to 50u. - Adds a Blood Thinning chemical effect. This prevents Coagzolug's blood clotting effect from working and works in the opposite way - increasing how much blood you lose per blood loss tick. Fluvectionem and Synaptizine apply Blood Thinning at a strength of 25, translating to 25% faster blood loss. **Cryonic Chemicals:** - Cryoxadone and Clonexadone both overdose at 5u. **_This is not a problem when using a cryotube due to how cryotubes administer reagents._** Overdosing either results in genetic damage and severe eye damage. - Cryoxadone and Clonexadone's organ healing capabilities have been significantly nerfed. The organ healing is still noticable and useful for pharmacist/surgeonless rounds; they cannot heal the brain though. - Cryosurfactant has been renamed to Cryosilicate, mimicking Pyrosilicate - the recipe now uses silicate instead of surfactant. - Cryosilicate and Pyrosilicate now have an effect when used in the body: cryosilicate will supercool a patient; pyrosilicate will chemically incinerate someone. Leporazine will inhibit these functions. - Bicaridine will repair arterial bleeds when used in cryogenic conditions. - Kelotane will repair disfigurement when used in cryogenic conditions. - Peridaxon 2x effective in cryogenic conditions. Peridaxon can denecrotise livers and kidneys in extracool cryogenic conditions - it cannot denecrotise other organs. Using peridaxon in cryogenic conditions will result in benign tumour growth (see below). - Red Nightshade can repair bone breaks in cryogenic conditions. It will still put a patient into a berserk state. - Cataleptinol - see below. **Cataleptinol Rework:** Cataleptinol has been reworked from the ground up and is where pharmacist's will be able to shine by making fancy cryotube beaker mixers or cryonic mixtures for use in IV stands. - The new recipe is 2 parts Alkysine, 0.5 parts Phoron, 1 part Clonexadone and a 5u Cryosilicate catalyst. This translates to: 120u Alkysine + 60u Clonexadone + 30u Phoron w/ 5u Cryosilicate = 60u (1 bottle) of Cataleptinol - expensive and lots of tricky precursors, leaves enough left over to make a 2nd bottle without having to remake all of the precursors. - **In cryogenic conditions**, Cataleptinol will restore 7.5% brain activity per metabolisation tick. This _bypasses the 85% oxygenation requirement_, at the cost of hallucinations, blood thinning and liver damage. The trade is roughly 40% brain activity (assuming nothing is causing brain damage) for total liver failure. - **Outside of cryogenic conditions**, Cataleptinol becomes a lot less reliable and a lot more dangerous to use, with only a 75% chance of restoring 2% brain activity per metabolisation tick. It will still bypass oxygenation requirements, making it useful during _**severe emergencies**_, at the cost of inducing painshock in addition to the above hallucinations, blood thinning and liver damage. The trade is roughly 25% brain activity (assuming nothing is causing brain damage) for total liver failure. - Cataleptinol _**overdoses at 3u**_ and has a fast metabolisation of 0.6u/tick - this makes it hard to dose without using an IV drip. If you overdose Cataleptinol by using another method of administration, then the patient's liver will crash, brain regeneration undone and the patient will have severe seizures resulting in more pain. Using Cataleptinol outside of cryogenic conditions **is high risk and only potentially high reward**, but it could buy a couple more minutes. **Tumours:** - Adds Benign Tumours. Benign tumours simply drain nutrition and cause frequent pain; they do not spread or affect nearby organs. - Adds Malignant Tumours. Malignant tumours will begin by draining nutrition then effecting symptoms based on the tumour's location (chest tumours -> coughing, gasping, chest pain; brain tumours -> disorientation, memory loss; abdominal -> vomiting, abdominal pain; anywhere else -> lethargy). In the later stages, malignant tumours will begin to damage the organs they are close to, then will eventually enter the circulatory _~~and lymphatic~~_ system and spawn more malignant tumours in other parts of the body. - Peridaxon will result in benign tumour growth when overdosed or used in cryogenic conditions. - Genetic damage will result in malignant tumour growth. - Ryetalyn is the anti-tumour drug and will put both benign and malignant tumours into recession. You can also surgically intervene and excise tumours as you would k'ois mycosis or fluke parasites. - You cannot have more than 3 of any tumour - things won't get too out of hand. **IV Bag Stuff:** - Adds 2 labels for IV bags: Cryonics Mixture, denoted by a CR; Other Mixture, denoted by an M. - Renames `blood packs` to `IV bags` and changes their formatting. What was `blood pack O+` will now appear as `IV bag - O+ Blood`; `blood pack Saline Plus` -> `IV bag - Saline Plus`. **Misc.:** - Only 20 genetic degradation on a limb is required to deform it instead of 30. This should make it slightly more common, as 30 is a large number to reach when this number is calculated per limb. - Seizures can be given variable strengths. - (Bugfix) Coolant tanks no longer just set a room's temperature to 0K when destroyed. The amount it cools a room scales with the amount of coolant still in the tank but cannot go below 173K/-100°C. - Cryocells now have stockparts and can be upgraded/deconstructed. |
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82beece3db |
Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites * sounds * organ defines, dmdocs * maiming stuff * undead changes, abilities * hylemnomil, undead sprites * antibodies * antibody extractor code * icons * antibody fixes * antibodies vial, rock break sfx * You're all going to die down here. * hylemnomilz eta vial and attributions * zombified organs can't be removed * hylemnomil zeta edits * fixes * lmao * easier check --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> |
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e867030c2e |
Update MC (#18112)
* sdf * fsda * fuck * fuck2 * toolz * sdaf * sdfa * saf * sdfa * sdfa * sdf * sdfa * temp rename * temp rename * temp rename * sdaf * the pain is immensurable in the land of byond * the curse of rah * safd * sadf * sadf * gf * asf * fssdfa * sfd * sadf * sfda * brah * brah * it's easier for you to fix this * ffs * brah * brah |