Turrets now use max accuracy value between gun or projectile accuracy which also gets 25% more bonus. Making turrets more accurate than people.
Turrets now have deploy, retract and rotate sound effects.
Extracted from #6505
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
-Adds an aspergillum, which will hold up to 10u of liquids, such as holy water, and spray out out to adjacent squares, such as those occupied by filthy vampires. It also makes a pretty jingle sound when you do so. The sprite was provided by Dronz.
-Removes the buggy null item box, and replaces it with obsidian shards that can be reassembled at will to whatever null item shape you crave.
-Null items can now be mounted on poncho backs
-Some backend updates to spraybottle code that will let you change the sound effect of a spray-object if someone makes one in the future.
tweak: "Tweaks some bureaucracy sprites."
tweak: "Reverts pen sprite with some improvements."
soundadd: "boxes filing cabinets and paper make noises"
also put all the bureaucracy in a nice file
This is a big PR, implements most of https://forums.aurorastation.org/topic/11276-the-small-ish-robotics-rework/
Changes:
rscadd: "Added Kinetic accelerator to mechs. RND can now research and make these Kinetc accelerators. There is a regular and a burst(3 shots) version. It will be better than average-decent man-held KA."
rscdel: "Added flamethrower for mechs. RND can now research and make this flamethrower. Works like man-held flamethrower."
soundadd: "Added flamethrower sound."
balance: "Hermes mech armour values has beeen rework. No longer it has bullet protection of millitary grade mech, and brute protection of a baby. Bomb protection increased, and fire protection decreased."
bugfix: "Fixed fire spam of burst mech weapons. Before if you click fast enough you were able to bypass cooldown x number of times in a row for burst mech weapons."
tweak: "Hydraulic clamp now loads all of the ores from a tile in one click into the box of mech. Just like mining satchel."
tweak: "The LBX AC 10 "Scattershot" now uses shotgun sound effect."
Replaces use of ':' inside of Mech's and hostile mob code
This pr adds a tank, reserved for a future event and adminbus. Sprites were made by kyres1.
Adds some sounds to certain mecha actions, like loading crates or using a drill.
Ports padded caps from baystation.
This pr revives and improve one of fowl's project: material golems
Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.
Each golem has different status and powers:
Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.
Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.
Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.
Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.
Uranium golem: has a passive chance of irradiating mobs around
Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire
Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death
Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.
Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain
Sprites are mostly from tgstation, vgstation and europa.
Overview
Adds Battle Monster cards. Battle Monsters is a collectable card game clone like Yugioh or magic the gathering. Players can purchase card packs and use them in games with actual rules to them.
Checklist
Card Generation Framework: 100%
Sprites: 80%
Game Rules: 90%
Deck Framework: 5%
Monster Cards: 20%
Spell/Trap Cards: 5%
Obtainable Status: 0%
-vampires can't bite people wearing airtight helmets due to their necks being protected
-stopping to bite someone will now produce a visible message
-drinking blood, via glass or food, will increase a vampire's usable blood
-blood drain now plays a sound
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.
Syringe (drugs) now contains truth serum.
Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.
A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.
The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
This pr ports some sounds effects from baystation12, it has sounds for:
-using medical items
-using hyposprays
-opening some storages, like briefcases and toolboxes
-lighting matches
-magboot activation sounds
-holster sounds
-tape sounds
-pen and stamp sounds
Lottery tickets now contain 3 scratches per card, but with reduced winnings.
Lottery tickets now take longer to scratch.
Improved effects of lottery tickets, including sound and voice.
Skrell Snacks no longer have shortening.
Beef Jerky and Raisins no longer have palm oil.
Cheese Honkers have reduced MSG.
Bread Tubes only have 1 unit of shortening.
Meat Pies have reduced MSG.
Cured Hams have increased MSG.
This prs adds some new melee weapons, besides some sprites fixes and changes.
-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
changes:
Light tubes now make a noise when turning on.
If a light loses power, it will switch to "emergency mode": the light will glow a dim red, drawing power from a small integrated cell that should last approximately 10 minutes. If the light has power, it will charge its cell.
Light flickers now play the flicker sound for each blink instead of once.
Split lighting.dm into three files: fixtures.dm, construction.dm, and bulbs.dm.
Light fixtures now use stat to represent on-state (as they can be off for multiple reasons): the on var has thus been removed.
Lightswitches now glow in the dark and make sounds when toggled.
Some code/idea for emergency lighting from TG, light sound from Interbay, lightswitch sounds from Bay.
Depends on #3948.
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
-fix vaurca warriors being unable to spawn with toeless jackboots
-fix autohiss applying to ya'ssa
-reduces the sound of nar'sie summoning sound using the file that lohikar gave me, fixing #3893
changes:
playsound now reuses sound datums instead of creating a new one for each mob.
Footsteps no longer use an in list (...)
Modular computers now beep occasionally (if your client's Ambience pref is on)
Sounds from Bay.
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
Adds several emotes.
*vomit - as suggested by this fourm thread here - This has cooldowns to prevent spam.
*slap - an emote nobody will figure out how to use after slapping themselves 5 times by accident.
and *snap, for recreating that scene in a musical where you walk up to someone with a switchblade while wearing a leather jacket - snapping your fingers every step while overly dramatic music plays in the backround.
This pr makes shadow people more interesting by making them take damage in the light, while healing in the shadows. Also adds some spells that allow them be more dangerous/powerfull while in the darkness.