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>
-changes how the tajara species handles citizenship in game: you now have to pick one of the three factions, this also enables consular officers for them
-adds a new var to the species: default_citizenship, which citizenship should be the default one for that species, so you can have species that can't get biesel citizenship as their main one
-adds a bunch of loadout options to the tajaran section
-restricts tajara from being necropolis contractors
The armour and armor again strikes:
Apparently original Mech port PR has overridden borg's armor definition and was using it. This fixes it by making mech's armor a child of borg's armor instead.
renames borg's armour to armor references.
Mech's melee damage has been increased. It depends on manipulator type. Light: 15, Regular: 20, Combat 30, Heavy: 50. Fixes#7665
Adds missed check in mech's destroy proc
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
Spent lots of time and lots of changes to fix issues:
bugfix: "Mechs no longer runtime during destroy call."
bugfix: "Turrets and NPCS no longer target empty mechs."
bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."
Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion
renamed any armour references in mech code to armor to keep it consistent
rscadd: "Adds the ability to remove appendix and other organs in character setup."
rscadd: "Adds two kidneys! Splits the work up between the two organs."
Also adds the ability for a mechanical liver and kidneys,appendix
Rescue borgs now have adrenaline. Not added to regular medical borg since they have the ability to create it in chemistry.
Chemistry gripper for med borgs renamed to medical gripper. It's not just used for chemistry.
Medical grippers can now hold blood bags (so they can put them on IVs), medical cups (to give patients liquid medication), and paper cups (to give water for patient care or with pills).
tweak: "Pets have more discipline regarding food. They will no longer beg for food, seek it out, run towards it, steal it, or eat like there's an endless void in their stomachs. They'll still eat food on their tile if sufficiently hungry, and you can still feed pets by hand, if you'd like. Chefs, rejoice!"
tweak: "Corgi stomach capacity adjusted to a way more sane level."
rscdel: "Removed guilty messages about pets starving when you examine them; they won't go hungry in a single shift, don't worry."
rscadd: "You can brush most friendly animals. Combs work for fuzzy and feathered animals, rags work on other ones."
tweak: "There's a small chance that when you pet a guard dog (like Columbo) on help intent (and aren't his master), he won't immediately maul your face off; instead, he will growl at you to warn you not to do that. I still don't recommend it."
tweak: "Like other pets, baby carp can eat now. But not a lot."