This pr adds a tank, reserved for a future event and adminbus. Sprites were made by kyres1.
Adds some sounds to certain mecha actions, like loading crates or using a drill.
Ports padded caps from baystation.
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
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.
What the title says, it was really high, having around 15% of instakilling someone on the first hit, if aiming at head, and 30% of chance of cutting a leg or arm at the first hit, this should reduce those chances. The main feature also takes in consideration the armor. So, plasma cutters are far more effective against less armored foes, limbs and xenos at all.
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.
Other changes:
LAssailant is now a weakref.
Some direct loc setting are now forceMove().
Shotgun slugs and revolvers were pretty much stong, by instagibbing people ignoring armor, due to having a maim bonus. This pr will remove this, those weapons can still maim and gib limbs, but without any magical force that is able to ignore armor. Plasma cutter and heavy sniper bullets still keep this feature for obvious reasons.
-separates the mecha weapons dmi in three different dmis for each type of weapon
-buffs the ion cannon, by having its ion being 5x more effective than the regular ion gun
-buffs the damage from the mecha smg
-adds new weapons such as the gatling laser, gatling xray, mounted tesla cannon, mounted anti-material rifle, mounted gyrojet autocannon, mounted anti-material cannon and possible more
-increases the equipment slot for mechas to 4 from 3
-adds some of the new weapons design to the mech fabricator
-changes the weapons names to be more generic
-fixes #4296
-fixes the missing walrus facial hair sprite
-fixes the empty carbine and mosing rifle having the wrong on armor sprite
-fixes prank guns having firing pins
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
-fixes #3747 by making so that the tranq bullets inject the target with some sleeping toxin
-fixes things like random plushie and animals getting stuck into the person's contents when you open a gift
-name added the prefix mounted to all mounted guns
-converted the hos sniper rifle bullet to the new armor system
-converted projectile/special.dm to absolute pathing
-reduced again the damage of frag grenades
-added armor penetration to the pulse beam, to make it more than just a stronger laser
-fixed the fake grenade getting stuck in the primed sprite after its detonation and added a indication it is take in the desc
-removes the need for word research
-allows nullrods to shatter pylons on hit, to disable forcewalls, close gateways, and turn cult swords in less powerful claymores
-allows ghosts to flicks lights if the round is spooky enough
-renames some cult items
-converts ritual.dm and rune.dm into proper pathing and remove some in world from it
-adds a machine that allows people around it to see ghosts, with some side effects
-manifested ghosts don't count for nar'sie summoning anymore
-manifested ghosts do not use the dummy type anymore, they are their own species with a similar behavior
-visible ghosts can now whisper to people and move small objects around
-fixes #3145
Ports Baystation12/Baystation12#12658
Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.
Also, uranium meteors will irradiate nearby people when they explode.
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
-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
Changes:
-adds snake people as a whitelisted species
-adds tail mechanics, ported from europa station, to the snake people, you can coil it up, people can attack it, stomp the tail and etc
-snake people can spit poison
-snake people can't use shoes
-snake people also have some other features like having a minor brute resist, claws and cuff breaking
-snake people can have different scale colors and eyes colors, but green is the best color without doubt
-also adds snake people
Iterative balancing of pylon turrets based on feedback and observations. Small nerfs in a variety of areas.
Notably, removed armor penetration from the base (non-empowered) turrets.
Slightly reduced damage, range, durability and empower gain
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:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
This PR reduces the damage of most normal lasers by 25%, down to 30 per shot. Pistols are reduced slightly more, to 25 per shot.
In addition it also strips or reduces armor penetration in most cases.
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 new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.
Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
-added new sprites for rubber and rifles casings
-made bullets path less dumb
-added some new gun sprites, like the large crossbow and zipguns
-added a new tatical sprite mask, with support for unathi, tajaran and vox
-added back sprites for some items like bats and scythes
-fixed being able to saw off sawn-off shotguns forever and ever
-fixed a typo on the custom loadout
-nerfed the brain damage of the mind flayer, since brain damage is lethal now
Nerfs blob rollercoaster of death by making it so that blobs cannot interact with the mobs inside of other blobs.
Replaces blob's gibbing mobs with husking humans, merely killing borgs, and gibbing everything else.
Makes flamethrowers modestly more effective versus blobs - a consistent source of minor AoE damage.
Makes blobs more aesthetically pleasing.
Distinguishes the main core from the aux cores slightly more.
Fixes#1426Fixes#1427Fixes#1432Fixes#1461Fixes#1464Fixes#1471
Modifies BFG's to be more like actual BFG's.
Fixes Industrial IPCs being able to select Baseline IPC screens.
Fixes several baycode company names to fit ours in guns. Changes several of our guns to fit Baycode's naming paradigm.
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
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.)
Fixes the mousebeam for more gibbings and ensures that nowhere is safe.
Fixes the multipliers because fuck.
Makes the night lighting process not runtime if night lighting is disabled. Note to Bed: del()-ing processes is bad, they should be disabled instead.