-fixes #4704, so you can resist properly out of neckgrabs again if your stunned value is low enough
-fixes the ipc construction whitelist check once for all
-fixes orb's eyes sprites being at the wrong direction
Restores old rates of gaining and losing intoxication.
The strength of alcohol was implemented with the original formula in mind, you cannot simply add another curve and expect it to fit. The rate of getting drunk was way too fast (increased 7 fold!). I also doubled the rate of losing alcohol, since gains and losses typically work in balance with one another.
Fixes a bug which spammed, "You're drunk"
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 Improves hostile mob logic. They prioritize mobs with lowest health. They also now attack back if they are being either attacked or touched.
Improves efficiency of hostile mob code - decreases number of times expensive ListTargets() is called, while keeping the functionality
Example of why it is useful - spider starts chasing a person, another person comes in and attacks spider while it is chasing person one:
Without my logic - Spider blindly ignores person two and keeps chasing, thus just dying.
With my logic - Spider switches targets to person two. Until then spider check who has lowest health, and targets them.
Previously, people could resist spam their way out of grabs while hypnotized, causing vampires to have to eat shit and die for trying to use their basic solo target abilities.
This was due to there being no special exceptions in place for resisting out of a grab when you are stunned.
Fixes#4689
-adds weaponry permission access, that is used by the securitron to check if the person can use a weapon, added to all security roles, the head of personnel and the captain
-added a firing pin that checks for access
-fixed the ert id having access to things they should not
Ports the feature added in Baystation12/Baystation12#19868, it allows people that knows a certain language to understand some words from another language, without needing to have it. It is used in all tajaran and unathi languages for now, Already consulted the lore team and it seems this is all they want so far.
Also, it adds Delvahhi, a zhan language.
changes:
Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed.
Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting.
Openspaces have been made significantly less dark.
Corners no longer incorrectly always take the instant update pathway.
MultiZ helpers are now macros.
More things now properly respect area dynamic lighting settings.
PROPERLY allows unathi to wear boxing gloves.
PROPERLY and completely removed the buckle resist cooldown by fixing code oversights.
Removes duplicate definition of ethanol in the scrubber alert reagent table.
Fixes Xenoarch floating light and clean tiles outside the airlock.
changes:
Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.
2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.
3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.
4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.
Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.
The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.
The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.
The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
This prs removes the old method of ipc resurrection, which was just removing and placing the mmi/heart back into the body, which was really lazy and caused a lot of bugs.
Now, robotics can create a ipcs frames using the different brands in the robotics frabricator, based on the torso's brand. The law manager can disable by using a multitool on the head which is the diffence between creating a cyborg or an ipc. Also; it allows you to customize your snowflakness after your new body is created.
Changes: you can't print all torso types from robotics anymore, but there are torsos that come with their own brand, that you should be able to buy from cargo, that will allow someone to create another type of ipc.
Feedback Topic: https://forums.aurorastation.org/viewtopic.php?f=18&t=10705
Reverts the new chemicals and their effects as implemented in #4127 due to their unnecessary severity.
Replaces the reverted mechanics with new mechanics which seek to accomplish a similar thing. Mobs now have an nutrition_attrition_rate factor, which is a multiplier describing how fast they grow hungry. By default, the multiplier is 1. Only eating healthy/chef food will see to it that said multiplier remains at 1.
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
When the oxygen alert is active, there is now a 50% chance that a player will stop half way through their sentence and gasp for words.
This somewhat addresses the suggestion posted on the forum by Fortport
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.
Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.
Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.
The following brain traumas are no longer cured by pills:
Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.
Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.
Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.
Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
This pr adds martial arts, ported from paradise and tg station, which replace your regular unarmed attacks such as grabs, disarms or punches. They also have special moves with combos and etc.
Spessmen can learn them via scrolls/books. Traitors can get some of those scrolls via uplink for now.
Overview
This is just a misc fix PR to minor annoyances I encountered while playing on the server. This fixes the following:
Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
Action figures are no longer massive, and only take up 1 slot in your inventory.
Boxing gloves can now be worn by any race.
The ore summoner can only move up to 10 ore at a time.
-open space should no longer slow you down if you are floating over it due to the gravity check because gravity exists anywhere on station
-fixed the mutton facial hair sprite missing
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.
Otherwise, ground_zero will be randomly selected from available organs.
This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.
Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.
The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034
Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.
Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)
Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.
Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.
(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)
Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.
Other changes:
LAssailant is now a weakref.
Some direct loc setting are now forceMove().