As a result of my recent PR. Assigning body types had unforseen changes towards the character set up, namely that bishops had access to hair and that zeng-hu would start with the baseline monitor options.
Changes the way bishop restriction for voidsuit/hardsuit usage.
1- Adds bishops as species_restricted for both voidsuits and hardsuits.
2- Does the same for Zeng-Hu, temporarily the human version.
3- Adjusts bodytype accordingly.
This originally had code for Zeng-Hu usage of machine version of voidsuit/hardsuit, but as I won't be around for a bit, I'll do the bugfix in two phases as I intend to find a less hackey method of fixing this issue. So it changes Zeng-Hu usage of machine version hardsuit/voidsuit for the time being as human version.
Borers no longer get teleported out of a host if they're manually removed after leaving the host.
Removed synaptizine from borer chems. Added dylovene, kelotane, norepinephrine instead.
You can now call ERTs on Bughunt.
Borers no longer have nutrition loss.
As requested By Geeves:
tweak: "Carps and spiders no longer targe shields intentionally. They will attack shields only if adjacent or have to get to their target through shields."
Also:
tweak: "All ranged hostile mobs will now shoot at shields, if their target is behind a shield."
bugfix: "Hostile mobs now try and attack you 10 tiles away. But ranged mobs will still have to get within 6 tiles to shoot." Thanks to Ferner for noticing this
rscadd: "Added three new gamemodes: Tower Defense, Bughunt, Spy vs. Spy."
rscadd: "Bughunt, mercenary and borer, needs twenty required players and five required enemies."
tweak: "Borers have received some miscellaneous fixes and tweaks across the board. They should overall work better now."
rscadd: "Borers can now awaken psionics in their hosts. Maybe it's not a bad idea to get a brain slug after all..."
rscadd: "Spy vs. Spy, traitor and renegade, needs four required players."
tweak: "Changed how renegades work a bit. You're not traitors! You're paranoid people who smuggled a gun to work and are working to keep themselves safe."
rscadd: "Tower Defense, mercenary, heist and ninjas, needs thirty required players and ten required enemies. Good luck!"
The goal is to make tangible differences between the subspecies with pros and cons that are in line with lore. Effectively, the IPC species felt too similar, many of which using equal stats in certain fields that made no sense to be equal in, this rework as stated previously aims to remedy this.
These changes were requested by Kyres, NiennaB and Tailson of the lore team.
changes:
tweak: "Adjusted heat tolerances of all IPC species to differentiate between types, letting it be more forgiving."
tweak: "Brute, resist and grab modifier changes to species dependant on type."
tweak: "Moves IPC abilities to their own tab for visibility and ease of use."
rscadd: "Adds a crush verb that is usable by G2."
rscadd: "Implements a variety new attack options to IPC species."
tweak: "Makes heat discomfort levels universally to be 100 units under the first heat level for all IPC species."
bugfix: "Sorts out issues with voidsuit/hardsuit for Bishops and Zeng-Hu."
tweak: "Adjusts Zeng-Hu Frame speed to be more inline with their lore."
tweak: "Adjusts Xion Frame speed to be slightly faster than the G1 and G2 to emphasize it being lighter."
tweak: "Xions can now go EVA indefinitely."
tweak: "Adjustments to fluff blurbs of IPC subspecies to account for mechanical changes."
Dionae now have a stomach organ, which means they can devour. It has a bigger capacity than usual.
Dionae can now devour big objects as well. Just pick them up and click on yourself while aiming mouth.
Unathi can now actually devour tiny items.
Unathi can now devour any mob smaller than them.
Cleanbot no longer runtimes when it is being pulled.
mob's grab now properly uses WEAKREF instead of hardref, fixing later runtime.
/datum/reagent/nutriment/mix_data loops have been made cleaner, and also fixes improper list access.
1- Chief Engineer and Station Engineers already started with impact wrenches. Doesn't seem like a major change if Atmospheric Technicians get them as well.
2- Construction module had the impact wrench. Feels even more appropriate to give them to engineering module as well.
Walking over someone lying on the floor with mechs will now hurt them. Damage is based on the legs.
Also, removed some baylore references to the mech parts, and made so that mechs can push mobs around.
Grabs have been lightly buffed across the board. It should be slightly more effective now.
It is now more difficult to resist out of grabs, and doing so while you're on the floor is much more difficult.
Various species has had their grab mod modified, making them easier or harder to grab.
Using the grab in hand will now cause you to stop strangling the person, but you maintain the strong grab. No longer do you have to drop someone to stop choking them out.
You can no longer strangle people with airtight helmets. (voidsuits, rigs, etc)
tweak: "Psiping is now activated by activating an empty hand on help intent."
tweak: "Commune is now activated by clicking on someone on help intent while aiming for the mouth."
tweak: "Psiping and Commune no longer make sounds."
Whenever you use help intent on someone who is lying down, you hold out your hand instead.
The person lying down can then click on you with help intent to take that hand and be helped up.
I also ported over Polaris' code for hoisting yourself up by grabbing onto other people but sets them on fire if you're on fire. I also modified the time it takes to pull yourself up so it's longer than in Polaris.
Clicking on the person lying down again, moving away, or getting incapacitated will retract your hand.
Clicking on the person helping you up while lying down with harm intent slaps away their hand.
Don't be a brute.
Teamwork makes the dream work.
* Ports a psionic system from Bay.
* Rip out this shitcode.
* shitcoden't
* fixes
* it should work fully now
* Admin fixes
* Remove todos
* remove todos part 2
* Removes psi-armour. We don't need this for now.
* Skrell are now operants. Tweaks coercion.
* Adds thralls.
* Temp removal of psiarmour. Fixes psigrabs.
* Thrall assay.
* fixes
* More fixes
* unused define cleanup
* Log and powers
* Skrell powers are done.
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/equipment/cerebro_enhancers.dm
* did this work???
* jargon
* arrow's fixes
Co-authored-by: Geeves <ggrobler447@gmail.com>