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.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
All knives (including the trench knife, which was previously a sword, and now has lost its ridiculously low chance to parry) have been moved to the knife datum, which are defined by their ability to eyestab, and be concealed in boots. The butcher's cleaver and the meat hook are no longer considered knives - the cleaver is now a hatchet, and the hook is a regular weapon.
The tactical knife has been buffed, and deals 18 damage, to be superior/equivalent in power to the steel bat, considering that it's an illegal/hidden item.
In summary:
changes path of beartrap to make it a generic trap
Updated paths everywhere
Adds small trap, can capture mice, lizards, chick and spiderlings.
Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.
Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.
Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
Old PR was stale and had many issues. Redid some of the eye blinding and camera stuff with making it a random chance to do so, aswell as addressing original PR concerns
Adds Squid plushies from Polaris (with permission from Baguette). They can be worn on the head.
Allows for the Farwa, Nymph, and Kitten plushies to be worn on the head.
For some reason the orion trail game didn't allow you to win plushies. Now it can.
This pr removes the vaurca and ert rig from the random vault rig selection, instead it replaces them with station related random rigs. The vaurca rig can be found in the safe now instead.
Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.
Both items taken from the tgstation.
Magic eightballs allow you to ask a question, picking up a random answer. Or they might ask the dead on the deadchat, if it is a haunted one.
The ouija board allows some possible limited communication with the ghosts, however anyone else can move the planchette, allowing people to mess with other person as well.
Adds new drugs:
-Red Nightshade: a drug that induce a berserk-like status, you see only red, can smash windows, stuns go away slower and etc
-Paxazide: a medicine that induces pacifism on the target, like the mutation
-Spectrocybin: a hallucinogenic that has a small chance of giving a glipse of the other hidden to mere mortals, can be found in a mushroom variety
Adds a new secret chem:
-Bottled Lightning: causes a tesla zap when in contact with someone's blood or when splashed on the ground
Also removes some broken/unused plants.
I want mining to be able to find some unique, powerful kinetic accelerators while out on the dig. Most of these are pretty high tier (Class B to S, or BS for short) and should be great finds for miners.
I also made it so that you can only pump the assemblies if you have two hands, and some kinetic accelerators are just too heavy to fire with one hand.
Implements various changes at the behest of lore-dev BygoneHero, namely:
Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
Adds Asteroid Dungeons framework to the game. Mappers can make their own asteroid dungeons to the game. Currently there are no asteroid dungeons that can be loaded.
Anyone can make a dungeon like anyone could make a change to a map. A readme file is included inside the maps directory for information regarding how to add your own dungeon to the map.
There's an added config function in the example config that determines whether or not asteroid dungeons spawn. I also included 2 bat files in mapmerge and mapmerge2 that backup the asteroid dungeons spawns so that they can be used in mapmerge.
The results are in: Science doesn't always provide mining with kinetic accelerators. As a result of these findings, high level kinetic accelerators now have increased drop chances in the warehouse and in abandoned crates.
Also, kinetic accelerators no longer dig holes.
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.
This pr adds bayonets, knives that you can attach to some rifles. When attacking someone in melee with the rifle, you will attack your target with the bayonet instead of the rifle itself. Sprites are from tg and baystation.
Also, fixes the vintage rifle having no in hand sprites
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.
Since the warehouse is now bigger, it would make sense to increase the amount of loot that spawns in the warehouse. This PR effectively does that, as well as removes some of the more useless items that can spawn in cargo.
Adds more food for the chef to cook. Items include:
Bacon Flatbread (Not pizza)
Breakfast Wrap
Meat Pocket
Fish Taco
Pineapple Rings
Pineapple Pizza
Chocolate Truffles
Bacon Burger
NtMuffin
BLT
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 prs adds some new melee weapons, besides some sprites fixes and changes.
-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
This pr ports some things from polaris and vore:
-gloves can now increase unarmed attack, as well change their sharpness and etc
-adds brass knuckles, that you can wear on your glove slots and punch people for extra damage
-adds power fist, that allows you to push people around by punching their faces
-adds clawed gloves, that turns regular normie attacks into sharp ones
-adds a verbs that allows you to select a type of attack, like the language, so things like grues could select to use their claws instead of bites
-changes the price of the kneebreaker hammer
-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
-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'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:
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
Added two new colour defines used only along with preset coloured lights.
Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
Added box of randomly mixed light colours and box for every preset light colour.
Removed two sets of redundant defines.
Converted light item New() to Initialize() (hopefully correctly).
Made couple tiny tweaks to the lights code.
EDIT, 7. Oct 2017:
When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
Paint buckets can now paint items and people again.
You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.
EDIT, 8. Oct 2017:
Removed one apparently unused global list.
Converted pain bucket New to Initialize and changed it's pathing style.
Shower can now wash paint too.
Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
-adds the powered hammer, an upgraded version of the kneebreaker hammer that can push people around, giving it to heister random melee weapon spawn and combat borgs
-fixes the syndicate cyborg emag not working
-fixes traitor cyborgs not being emmaged
-should fix telebaton stunning borgs
This pr adds the second essential part of the merchant's implementation, mapping the merchant's shuttle, base and the dock. And more merchant related fixes and tweaks.
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
Adds Champagne, Bitters, Mint Syrup and 11 different cocktails. All of the spritework is awful. I'm sorry about that.
Cocktails: Champagne Mojito, The Classic, Cork Popper, French 75, Muscovite Mule, Orange Mimosa, Pink Gin, Pink Gin and Tonic, Pirate Punch, Planters Punch and Southside Royale.
The top of the Tajaran industrial mining RIG chestpiece has been lowered to no-longer obscure the Tajaran's mouth from the front when the helmet is down. (Inconsistent with sidesprites anyway.)
The Ivancarp plushie can now spawn whenever the game calls for a random plushie, and the carp himself has a chance of appearing in cargo's warehouse.
Also made the latest attempt at fixing the phasing cigarettes.
Also changed that thing where part of the face is clearly exposed on the Rescue RIG's helmet when it is ''sealed''.
-adds the netgun, replacing the syndicate cyborg energy crossbow with a downgraded mounted version, and giving the heisters a chance of getting one of those in their random gun spawn
-fix the meteor gun, giving it a new sprite and fixing the wrong icon state on the projectile
-ports emp/haywire rounds from baystation, only .38 and 12 gauge rounds
-fix the action button of the am rifle not wielding it
-gives the wizard staffs tech levels
-removes the xray crate from cargo
Fixes#1923