Improved sword parry sounds.
I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
Atomized version of my prior PR. This one only removes fullblock chance from armor.
What this entails is that before this PR all armor, regardless of how strong it is, has a chance to completely block a projectile of any kind. This removes that possibility as it's completely dumb.
Paramedics now gain a helmet (with flashlight!) and an armorless chest rig to carry stuff. The chest rig and FT jackets now carry blood bags on the suit storage. HUDpatches now spawn in Doctor lockers. Sprites by AmoryBlaine.
Gave the freelance mercs headsets. They have the common and response team channels.
Switched their id-type to agent ones, to allow them to be edited if needed.
Fixed the freelance merc leader's rifle being the wrong type.
-makes so that any hat won't stop you from equipping stuff in your ear
-fixes #7279
-fixes a custom item sprite
-fixes mousedrop not unequipping clothing properly
Donk Pockets can now be heated properly in a microwave, they gain additional nutriment, animal protein and healing juice.
Sin-Pockets now heat properly when used in hand, heats instantly, and gives slightly more hyperzine and synaptizine than before.
A curious side-effect I encountered in testing. You have to chew a lot more with the added reagents. But the benefit outweighs the consequence. Also, a traitor ravenously chewing a sin-pocket with a revolver in the other hand, bleeding profusely from everywhere, makes me giggle like a child.
Resolves#6802
Cultist teleport runes now use the proper third word.
Can now imbue hide rune.
Reveal talisman now functions properly.
Improved prevention of multiple runes on same location.
Adds a new config option that subtracts a flat value from power when going across z-levels in in iterative explosion modes. This should make it easier to balance explosions across z-levels.
Disarming now takes a portion of your stamina. You cannot disarm if your stamina is near-empty.
Disarming someone with a weapon in their hand has a chance for them to retaliate by bashing you with it.
I coded this at 1 AM. I want reviewers to look at this critically. In my testing, the stamina worked out pretty well, you could do around 6 disarms before being pooped. Also in my testing, the retaliation never happened, could be bad luck, could be bad code. Anyone got any ideas? I'd love to improve this.
Part 1 in the "why my impact wrench no wrench bolt" saga
tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)
essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts
I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
Changes:
tweak: "Tweaked the hivebot spawnrate and spawn pattern."
bugfix: "Fixed some miscellaneous bugs related to hivebots and added the beacons to the gold slime core blacklist."
bugfix: "Tesla no longer melts ashes, emitter beams, its own energy balls and accelerated particles." Fixes#7249
bugfix: "Tesla now properly consumes accelerated particles."
Title. Yield Declarations follow standard format, with the addition of an optional 'waste detected' field that displays any materials that the miners wasted. This also offers a vague IC trade-off if the miners are lazy but also suck at their jobs. The papers are also auto-stamped by the machine, although they should still be stamped by a QM or head as well, this is just a certificate of authenticity so to speak.
Yield Declarations can only be printed with an inserted ID and any amount of output materials (or wasted input). The miner and note fields are left blank to be filled in by the user, see below.
Suit slot items can now support armband and decor items. Uniforms can now have multiple armbands, since they can be flipped. Patches are now properly flippable.
This was a bad idea from the start. Using this chemical with smokes creates a lot of tesla bolts that either kills everything in its path or just crashes the server.
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.
Additionally, it also adds a var that sets whether the material item uses its material name or not.
bugfix: "Animal traps no longer can have more than one prey at a time.". Fixes#7219
bugfix: "Traps now properly trap prey when it is thrown at them."
bugfix: "Deconstructing trap with prey inside no longer makes prey anchored to the turf."
bugfix: "You cannot buckle a person into a trap."
bugfix: "You can no longer deconstruct trap with welder off."
bugfix: "Passing throuh trap no longer traps you if it is full."
Nutrition loss due to not having enough blood was pretty damn insane. I mean yeah you're supposed to be hungry when you lose a bunch of blood but not "I can down 3 steaks and still have enough for desert hungry"
This PR fixes that by significantly reducing the penalties.
Most of the vending machines didn't have premium or contraband items, which is depressing because other servers don't have this problem. This PR specifically does the following:
Moves a bunch of assembly items into the contraband ToolAssist vendor.
Adds a multitool to the ToolAssit vendor.
Adds soymilk to the contraband Coffee vendor.
Adds a teapot to the premium Coffee vendor.
Adds all the halloween candy to the snacks vendor.
Adds a cookie to the premium snacks vendor.
Adds 2L bottles of cola, space mountain wind, and space up to the premium drinks vendor.
Adds a clown cartridge to the HoP's Contraband PDA vendor.
Adds a captain's cartridge to the HoP's premium PDA vendor.
Adds Blank Cigarettes and AcmeCo Cigarettes to the contraband smokes vendor.
Adds Zippo to the premium smokes vendor.
Adds a bottle of chloral hydrate to the contraband nanomed.
Adds epinephrine to the premium nanomed.
Adds a bunch of sensors to the ToxMate contraband vendor.
Adds an ultra rare hat to the premium ToxMate vendor.
Adds Tramadol to the premium nanomed wallmed vendor.
Adds ambrosia deus to the premium garden vendor.
Moved the red wizard outfit and wizard hat to the contraband section of the wizard vendor.
Added a fake wizard hat to the premium section of the wizard vendor.
Added a filled NT lunchbox to the premium section of the Kitchen vendor.
Added chloral hydrate gas grenades to the premium section of the tacticool vendor.
Added a fake desert eagle to the contraband section of the ERT vendor.
Added tactical shields to the premium section of the ERT vendor.
Added real flashes to the contraband section of the robotics vendor.
Added pAI cards to the premium section of the robotics vendor.
Moved Zora Jelly to the premium section of the Zora Soda vendor.
Bugfix: Tesla no longer gains energy from just colliding with objects
Bugfix: Fixes sprite for singularity beacon not showing up
Bugfix: Tesla no longer spams admin longs when a new ball is created outside of containment
Bugfix: Telsa looses energy when dropping ball which should be slightly below how much is required for new ball.
tweak: Tesla dissipation rate has been buffed, it now looses energy faster
tweak: Tesla dissipates every time it zaps something
tweak: Tesla now melts any object or mob(but not turfs) it touches or when it zaps it while sacrificing a miniball.
rscadd: Added special emergency singularity beacon that is to be used when Singulo/Telsa are on the Loose. When Tesla zaps the beacon, it will discharge all energy into it, dying and destroying beacon.