Lottery tickets now contain 3 scratches per card, but with reduced winnings.
Lottery tickets now take longer to scratch.
Improved effects of lottery tickets, including sound and voice.
Skrell Snacks no longer have shortening.
Beef Jerky and Raisins no longer have palm oil.
Cheese Honkers have reduced MSG.
Bread Tubes only have 1 unit of shortening.
Meat Pies have reduced MSG.
Cured Hams have increased MSG.
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
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
changes:
Light tubes now make a noise when turning on.
If a light loses power, it will switch to "emergency mode": the light will glow a dim red, drawing power from a small integrated cell that should last approximately 10 minutes. If the light has power, it will charge its cell.
Light flickers now play the flicker sound for each blink instead of once.
Split lighting.dm into three files: fixtures.dm, construction.dm, and bulbs.dm.
Light fixtures now use stat to represent on-state (as they can be off for multiple reasons): the on var has thus been removed.
Lightswitches now glow in the dark and make sounds when toggled.
Some code/idea for emergency lighting from TG, light sound from Interbay, lightswitch sounds from Bay.
Depends on #3948.
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
-fix vaurca warriors being unable to spawn with toeless jackboots
-fix autohiss applying to ya'ssa
-reduces the sound of nar'sie summoning sound using the file that lohikar gave me, fixing #3893
changes:
playsound now reuses sound datums instead of creating a new one for each mob.
Footsteps no longer use an in list (...)
Modular computers now beep occasionally (if your client's Ambience pref is on)
Sounds from Bay.
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
Adds several emotes.
*vomit - as suggested by this fourm thread here - This has cooldowns to prevent spam.
*slap - an emote nobody will figure out how to use after slapping themselves 5 times by accident.
and *snap, for recreating that scene in a musical where you walk up to someone with a switchblade while wearing a leather jacket - snapping your fingers every step while overly dramatic music plays in the backround.
This pr makes shadow people more interesting by making them take damage in the light, while healing in the shadows. Also adds some spells that allow them be more dangerous/powerfull while in the darkness.
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
Adds ringers at Juani's request. Pretty much a console you can use your PDA on to add it to a list, then, there is a button someone can click and it will ping you.
-adds the mend would spell; a spell that allows the wizard to close bleeding, heal internal bleeding, broken bones and organ damage by selecting the hurt zone
-adds the resurrection spell, that brings a dead target to life, it will not work if he has been dead for too long
-adds mind bend, that allows the wizard to turn his victim into his lobotomized slave, like the vampire thrall power
-buffs some healing spell, summon bats and summon bear
-adds more wizard related sounds
-adds an emote when someone is firing their eye lasers
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
Adds an end game power for changelings (15 genomes points), allowing them to turn into a robust mob for around five minutes.
Fixes some issues with arm blades and shields, also adds a chem costs to using them.
Adds new changeling related sounds.
The announcement system just got an upgrade.
Also made the delta siren more concerning.
And made a custom slightly annoying sound for the night mode announcement.
Currently, a mouse gnawing open a box to get its contents generates about a screen's worth of chatspam. And the same applies to eating a box of raisins or similar large meal. I feel this isn't appropriate for the size of the creature nor the severity of the act. In any case ive come up with a better method.
Main attraction of this PR, is that the box nibbling no longer uses visible messages, it only outputs to chat once, when it finally ruptures. In the meantime, any nibbling which doesn't break the box will instead shake it around and make a nibbling sound. Shaking code stolen from locker resist
Mice nibbling things is a quiet clicking noise, easy to ignore. so its unintrusive
Update: I've now extended this to all animal nibbling, not only boxes, but also on food too. To cut down on chatspam from small animals eating things.
The result of this change is that a creature eating a box or a meal is simultaneously easier than before to notice, if you care about it. And easier to ignore, if you don't care.
Also included, two bugfixes:
Re-adds the reverted console canpass behaviour that was lost a couple patches ago
adds a little robustness fix to animals, to deal with an issue where they were getting their stat set back to 0 without properly waking up. still not sure why it happens but now the icons will properly update when they do
Adds sounds for turning on flashlights, flares, flipping coins, shuffling deck of cards, using lighters and zippos, drills, sonic jackhammers, bikes and some weapon related sounds.
-adds guard dogs, mobs you can command around like the wizard's bear, with basic things like attack, stay and follow
-they have a verb that allows one player to become their master, and change their name, by being near them
-added the dogs to the random cargo spawn
changes:
Added new airlock close sounds.
Added airlock bolt/unbolt sounds.
Airlocks now use audible_message() to print bolt messages instead of for-mob-in-view.
Sounds courtesy of Bay.
This PR adds a new utility mechanic for the cult. Pylons can now be upgraded into arcane defensive turrets, which fire bolts of demonic energy. These turrets are entirely automated, somewhat-rapid firing, extremely accurate and quite long ranged, but their damage is very low, and thus their total DPS, even with the fire rate, is still far lower than most real ranged weapons.
changes:
soundadd: "Maintenance has 100% more ambience."
soundadd: "Atmos now has its own ambience sound, distinct from the rest of Engineering."
Sounds from /tg/ station, licenced under AGPLv3.
-ported nooses from hippie
They can be build with cable, if you stand on any table or bed. You can tie people, but it takes around 20 secs, and people that are not cuffed or disabled somehow can untie themselves. Also, it will produce some flavor texts while they are being hanged or a body is hanging from one.
Ports the newest bay wizard version, with some additions and changes.
General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
Adds a sudoku game for modular computers, works on all platforms.
For those who've never heard of it, its a little game about logic and numbers. Simple but timeless, and helps keep the brain sharp in situations that would otherwise make you fall asleep.
Comes with a fast backtracking algorithm to generate unique puzzles, hints, and lots of general polish. Includes unique screen icons for all three platforms
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
changes:
rscadd: "Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy."
rscadd: "Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time."