-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
Overview
Fixes/Tweaks PRs #3881 , #3965 , #4070 , and #4079.
#3881
Auto-Hiss was really bad. There is now a chance that the Dionaea autohiss will actually fully pronounce a word properly. Words like "everything" and "course" are no longer read as "eeeeveeerthing" or "courseeee".
#3965
Poking people with the cane would sometimes cause an excessive amount of blood, so I just removed the damage altogether poke people at your own leisure now.
#4070
Some garbage items had too high of a chance. Hindsight, it's dumb for an arcade machine to vend alcohol. The red space suit replica is also useless and doesn't work really.
#4079
Burritos used a terrible way of mixing chemicals in recipes, so now they have a proper way of transferring chemicals. Burritos now also require more meat, and by extension, are now more filling.
-fixes #4168
-fixes #4165
-fixes #4161
-fixes a missing facial hair
-fixes flags on the warehouse
-fixes a message with rings
-removes the badges from the maint spawn as some player's request
I found the cane to be annoying to use when it comes to doing actual work on the station. You can't use the cane to push buttons or generally interact with objects so I added something that would help.
But then I got carried away and added several other useful utility functions.
Using help on someone with the cane will poke them, dealing 0.25 pain damage that usually regenerates within 4 seconds. Spamming poke with the cane can cause brute damage (takes like 5 in a row for it to happen), and can actually knock people down (RNG, rare after 10 pokes). Useful for characters playing old disgruntled men who like hitting youngsters with the cane without killing them in 5 hits.
Using disarm on someone with the cane will perform an attack that takes 2.5 seconds to charge. If the arms are target, the weapon in that hand will be disarmed, else it will just deal 3 pain damage.
Using grab on someone with the cane will perform a pull that takes 2.5 seconds to charge. Equivalent to a normal Right Click > Pull however this one deals 1 pain damage on a successful pull.
Using harm on someone with the cane will perform a regular attack that deals 10 brute damage to the targeted body part.
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.