Goal of this PR to change flat 10 minutes timer to a progress thing.
Instead of flat timer Diona will have regeneration progress. Hence X amount of stuff required to regenerate.
Energy(light) contributes low amount pert tick towards limb regeneration progress.
Biomass(nutrition) contributes medium amount toward limb regeneration.
Radiation contributes high amount towards limb regeneration.
Diona will take around 10 minutes to regenerate with Just light. 3-6 minutes with Light + biomass.
1-2 minutes with light + biomass + radiation
Status tab now shows stats like stored Biomass, and light out of max. And limb regeneration progress
Small mobs such as rats can now bite cables.
Small mobs that can ventcrawl now interact with atmospheric machines that contain pumps
Small mobs can no longer block airlocks by standing in them.
As title says this PR adds extra 6 logos to penwriting.
Added new paper logos for:
[logo_nt] - Regular NT logo
[logo_nt_small] - Small size NT logo
[log_zh] - Zeng-Hu, [logo_idris] - Idris
[logo_eridani] - Eridani
[logo_necro] - Necropolis
[logo_hp] - Hephaestus Industries.
[logo_be] - Beisel
When to_chat gets converted to a proc, then the construct of to_chat(some, link(url)) will no longer work. Or will produce odd results.
As a result, the send_link macro is now created. Replaced existent instances of the previous construct and added a simple grep check for this as well. It won't catch all, probably, but it'll catch the most common instances.
Bug:
Select a faction that's not NT. Wait for round to start. Proceed to join as any job (even locked ones) through the mid round join menu.
Fix:
Add a relevant check to /mob/abstract/new_player/proc/IsJobAvailable(). This is checked both when generating the menu and when actually joining, so href exploiting isn't an issue either.
Title says it all.
This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
Diona Gestalt no longer has stump left after it has regenerated lost limb.
Diona nymph can now be attacked by any weapons. By deleting duplicated override of attackby()
Detached limb nymph now gets all verbs of regular nymph, and no longer ignores damage.
Detached nymph that merges back together now moves inside of Gestalt, thus preventing Gestalt from regenerating another nymph and wasting energy.
view duty log verb and changes the way their recorder works.
CCIA recordings are now written to the database once the interview is complete (if enabled) and printed out.
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.
For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.
Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.
With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.
Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.