I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
Implements Black K'ois
Implements K'ois Mycosis
Implements Black K'ois Mycosis
Buffs K'ois' healing properties for Vaurca
Vaurca can now control where they bite
-picking up a phylactery now gives a message of how this thing might be bad and flickers the lights around you
-holy water will now set the undead on fire
Ports the ambition system from bay that lets antags set the ambition for themselves that displays at round end. Has no effect on the round. And removes a clown check.
What the title says; you can now crawl by dragging your sprite to a title next to your character. Also allows you to buckle yourself if you are lying down.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
changes:
You can now select in preferences if you want to take a generic (grey) bag instead of your job-specific variant.
Cleaned up some leftover bagcode from before the bag type vars.
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
Implements the long-promised modular RnD energy weapon system I embarked upon in the ancient days of August 2016. Currently just a basic framework based heavily on Printer's recent work.
Relevant thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=9755
Severely Buffs the Malf AI:
Increases the speed and point bonus a single APC grants
Removed Failure from Advanced Encryption Hack (Announcements)
Reduced Failure Chance for Elite Encrytion Hack (Alert Levels)
This update returns the alien weeds to their old behavior, instead of just being regular vines that turns any alien round into a giant clusterfuck. Also fixes alien acid being unable to melt the floor.
Now simple animals should not take someone's hp in consideration, only if they are awake or not when attacking. This should fix simple animals stopping attacking when someone has 100 of total damage.
Replaces the subversive elements report with a new report that details various metrics such as loyal crew, opposed crew, opposed departments, and a percentage of crew supportive of NT actions.
Adds lava interaction: humans walking on lava titles will suffer a slowdown then being set on fire, cyborgs and simple mobs will only take burn damage.
Added the lava and basalt turfs to a random map generator, and replaces the tundra's ocean with the title just named water.