Added a ninja frequency to radios which ninjas spawn with to collaborate.
Two ninjas now spawn instead of just one.
Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
The ninja suit now has new lights, and its shoes are now magboots.
Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
Added new advanced combat belt, can hold various gear that a ninja would usually come across.
Gave the ninja teleporter a 5 second cooldown between uses.
Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
Gave the ninja a new uniform + gloves.
Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
-fixes idris uniforms being invisible
-fixes a typo in the skrell star projector
-fixes the skrell plant missing from xenobotany storages
-tweaks the starry projections to last less time
-adds some skrell items to the loadout
-adds an unique jumpsuit to the jargon consular officer
-adds some new skrell markings
-adds a new sprite for a skrell holy book
-adds a new skrell plant
-adds some new skrell related drinks
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
Fixes a myriad of issues with circuits:
Fixes scanners not working with circuit clothing.
Fixes buttons etc. not working with circuit clothing.
Fixes circuit sensors not working, period.
Fixes my accidental deletion of the temperature sensor aspect of the reagent sensor circuit. :'(
Fixes circuit gloves and glasses not triggering properly.
Makes it so that anchored items cannot be picked up. (Risky? Maybe!)
* Cleans up the Database.
Changes the charset to utf8mb4
Changes the collation to utf8mb4_unicode_ci
Adds foreign keys to various tables that use the ckey
Cleans up various inconsistencies (key used in a ckey field, wrong dates, ...)
Changes the columns in ss13_cargo_items that hold json to JSON
* Corrects Migration Number
* Only drop tables if they exist.
* Attempts to please travis
* Moves another comment
* Moves the sol swords out of energy and into misc
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
this resprites some weapons,
namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
refactor: "Traps have been refectored code-wise to work like chairs/beds. Hence eliminating craptons of bugs." Fixes#6667
spellcheck: "Fixed spelling in messages from traps."
The evil will finally be defeated.
This takes security borgs out of the game entirely. They bring pretty much nothing to the table, in terms of either roleplay or positive influence to the station.
Also, combat and syndicate modules now have cuffs.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
Makes it much harder to welder bomb maliciously, gives people a prompt confirming they understand what they are doing, ensuring that it keeps those who are doing so maliciously from those on accident
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
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.
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.
Adds SSDocs, which manages randomly spawned documents.
These documents can be specified in a json file or in a database.
Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.
Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.
The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.
All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.
This needs a test merge to see how badly I broke shit.