* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
Teleportation using the do_teleport() proc will now have violent effects if you teleport into an unoccupied space. This currently does not effect teleportation that does not use the do_teleport() proc (wizards, ninjas, cultists).
If there is an object in your destination, and that object is both anchored and dense or opaque (turfs, tables, etcetera), then you will partially phase into the object. If you are a mob you will lose a limb, and if you are an object you will become damaged (if the object has an ex_act() defined). Then an explosion will occur based on your size (Most explosions are large enough only to damage the destination turf itself). You will be shunted into the nearest unoccupied space.
If there is NO adjacent unoccupied space, you will instead be destroyed. Mobs will gib, and objects will have crush_act called. The resulting explosion will be larger.
Airbubble now has cooling unit capability:
- Airbubble cools down mobs inside with same efficiency as cooling unit and 2 time less charge consumption.
- Require power cell to be attached in order to work.
- When examined it tells what kind of cell is attached and what is the charge of it.
There was an issue with one of the travis checks that caused reagents with incorrect specific heat values to sneak into the game and cause havok. This fixes that.
Fixes#5594Fixes#5593
Because I'm an idiot I realised that phoron salt bombs are actually impossible because water turns to ice when frozen, and you need frozen water in order to make a working bomb.
I also fixed a few bugs regarding cryo/pyro mixes in reagents. It only took me 5 hours to figure out.
I also made Phoron Salts containers spawn with a stable temperature so admins don't blow up when they mess around with it.
I adjusted the explosion size of phoron salts so that absolute best case scenario, you can make a bomb that has the destructive radius of a screen.
A few bugfixes.
Fixes the cam networks in the bar / library / chapel / kitchen / hydroponics
Adds additional monkeys to xenobio
Increases the amount of fuel thrown by the flamethrower
Changes the L6 to use the correct icon states depending on the ammo
Fixes messed up astroid tiles
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.
This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.
This pr ports the slot machines from tg, as suggested in the forums. They are not implemented anywhere in the map, but can be built using a board that you can print in research.
Remaps toxin to be a significantly more pleasing area to work in. Everything was tested thoroughly, save for the doppler array which should be easy to fix if anything is broken.
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
-adds some new dresses ported from polaris and tg to the custom loadout, at some players request
-adds the medical gown, replacing the white jumpsuit in patient's closet, suggested here: https://forums.aurorastation.org/viewtopic.php?f=18&t=11622&
-adds fannypacks to the loadout
-adds some xeno hardsuit sprites, ported from polaris
The Leyon Pistol has been changed to be closer to the original vision of it.
It is loaded via a special 10mm speedloader, however loading it takes some time.
Each gun (when ordered via cargo) will ship with a speedloader.
The speedloaders itself can not be ordered, but 10mm ammunition boxes can which can be used to restock the speedloaders or load the gun directly.
Reduces the price for the gun at the merchants from 1500 to 500 credits
And makes additional ammo boxes purchaseable
Also changes the path name of the 10mm ammo/mags/... to be consistent with the standard pathing for ammo
Adds additional messages if you can not load a gun with a single cartridge (currently it fails silently)
Both items taken from the tgstation.
Magic eightballs allow you to ask a question, picking up a random answer. Or they might ask the dead on the deadchat, if it is a haunted one.
The ouija board allows some possible limited communication with the ghosts, however anyone else can move the planchette, allowing people to mess with other person as well.
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%
Adds new drugs:
-Red Nightshade: a drug that induce a berserk-like status, you see only red, can smash windows, stuns go away slower and etc
-Paxazide: a medicine that induces pacifism on the target, like the mutation
-Spectrocybin: a hallucinogenic that has a small chance of giving a glipse of the other hidden to mere mortals, can be found in a mushroom variety
Adds a new secret chem:
-Bottled Lightning: causes a tesla zap when in contact with someone's blood or when splashed on the ground
Also removes some broken/unused plants.
So I was given input by the community that new IPC and borg surge modules are kinda useless. As they only provide 1-3 EMP protections given that ION rifles are 10 shots charge, and that IPC costs 14 TC which is more then half of traitor uplink. And borgs surge cost too much in resources to build. I expected that, so now I think I want to buff it.
IPC surge module now costs 12 TC(as opposed to 14).
comes in with 2-5 EMP protections which is RNG based.
Borg's surge module built cost in gold and silver was reduced by 50% from 10000 G and 15000 S to 5000 G and 7500 S.
Borg's surge module comes in with 2-5 EMP protections which is RNG based
Also I made surge's nanopaste to look fancier 💯
You can no longer screwdriver a grenade to adjust its timers.
All grenades now have a 3-second timer.
If you want instant-detonation you will require a grenade launcher.
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.
Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.
Containers are much more saner now. They all share a standard system, unless specified.
You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.
Sinks are more saner, you can refill or empty them easier with various refill amounts.
Removed silly exclusive cyborg limb checking for hyposprays.
Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.
Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.
Large reagent container leaking happens over time as opposed to just leaking every time it moves.
New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.
All extinguishers now have monoammonium phosphate in them instead of water.
Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.
Nerfed the extinguisher range so it only sprays in a 3x3 radius.
Mini-extinguishers spray in a 1x1 radius.
Adds Monoammonium phosphate containers across the station.
Most watertanks are replaced with Monoammonium phosphate containers.
At the request of kyres1 this prs adds the preset for a cyborg to be used in the future synth events, sprites were made by kyres himself. Also, gives the syndicate cyborg's smg a new sprite.
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.
Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).
adds sprite for new nanopaste with surge module.
Cleans up some code in files I worked on.
Fixes bug where destroyed cyborg components would vanish. Fixes#5000
This UI is going to be more integrated with BYOND host objects. It's update principal is very different from nanoui's. It is based around state that is being synchronized with server and client (browser). Such synchronization has it's problems, like it can't handle rapid changes, what could cause client and server to become out of sync and client state to be discard.
-removes the shotgun magazines, moving their sprites to the boxes instead
-shotguns boxes should now all have eight shotgun shells, up from seven
-added incendiary and emp shotgun shells boxes
-added the baindolier, a belt that can hold up to 16 shotgun slugs
-fixed a bug with unloading the pocket rifle
-added empty sprites for the uzi and a different loaded gyro pistol icon
-updates some gun related merchant lists a bit
-adds the weapon suggested by this thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=11486