'NOFALL' is now a status flag instead of being a var specific to BSTechs. It allows the mob to move between Z-levels and through empty space; even to 'fly up' against gravity. However the tech can no longer use this to 'phase into' matter if there is something above them.
...for that you want to use Ruin-Everything instead: incorporeal movement now has an additional type that's (still) just like a ninja's, but it also allows you to move between Z-levels.
Adds the anti-gravity verb to the Bluespace Robot preset and starts them with 'NOFALL' on.
When using 'GODMODE' you will no longer take damage when you fall; instead a cool message will be shown and a quiet thump will be played.
'GODMODE' now protects you from the awful effects of running - you can run indefinitely and won't take damage from it.
Thanks to the above changes the BST is now self-contained in a single file (well except for the robot preset).
To facilitate the above changes several godmode and incorporeal checks have been added (mostly to movement procs). It cuts on some extra proc overrides and type checks. Also results in a more 'natural' experience when using NOFALL, GODMODE or incorporeal movement.
Changed incorporeal values to defines.
Added a "darkvision" mode for the BST goggles.
I also updated some of the BST verbs to be more descriptive.
Tweaked various simple animal messages to make it look better in the chat log.
Aggressive grabs no longer refer to 'by the hands'.
Getting a neck grab or higher on an aggressive animal restrains them from attacking.
Strangling an animal now properly does damage to them.
Mechs now take MUCH less damage when dropping down z-levels, and the damage is now properly applied to only the legs.
Fixed mech damage being applied randomly instead of to the targetted component.
This pr adds an augment option to the loadout, that by using copious amounts of shitcode, allows players to spend their snowflake points into becoming total powergamers cool augmented cyborgs.
Also, make a couple of changes to allow all limbs to host internal organs and interact with them in surgery.
Falling base damage was reduced from 60 to 40. Also you no longer take remaining damage from limbs to the chest.
Changed falling limb priority damage from head > arms > leg to legs > arms> head
Added new Malf ability to Malfunction gravity. it costs 2500 to research and 300 CPU to use. The ability will disable station gravity for 3 seconds and push them back on the ground with force as if they fell from 1 Z level.
Fixes#5030Fixes#5028Fixes#5040
Fixes american flags not showing up
Fixes gauss rifles being overpowered
I may add more bugfixes with this PR if anything juicy comes up.
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.
* 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.
You can no longer travel down a ladder if a solid turf is in the way.
Ladders will only prevent mobs from falling down holes. Non-mobs such as lockers will fall.
Fixes#4044
changes:
Openturfs now properly handle recursive icon copy.
Openturfs can now have icons, for translucent or bordered turfs. This works with the smoothing engine (or anything really)
Added openturf debug verb that lists ordering of the openturf.
Openturfs can now mark themselves as solid, for things like windows or ice.
BSTs can now toggle falling for themselves.
Fixes#3488.
changes:
Fixed#3203.
Tajara or Unathi CEs now get gloves that actually fit them.
OOs now respect direction changes from their mimicked object.
Replaced all references to trange() with RANGE_TURFS().
Replaced all references to is_type_in_oview() with locate() in oview().
Fixed a runtime caused by recursive explosions falling off the edges of the map.
Carp despawn now works properly with the new asteroid turfs.
Carp despawn now uses WEAKREF instead of SOFTREF.
Added tick-checks to the carp migration event.
Vaurca now have the IS_VAURCA reagent_tag.
Cleaned up butanol alien handling a bit.
Reworks #2689
Includes: Vent crawling up and down.
Quote from original PR:
Main feature is that ventcrawling between Z levels now works perfectly. It takes 10 seconds to climb up or down a pipe...
Items falling now deal a set amount of damage based on velocity calculations, with no more randomisation. This damage is randomly distributed throughout the head and torso by first calculating the damage dealt to the head - anywhere between zero and 1/2th of total damage, and then calculating the damage to the torso - head damage subtracted from total damage.
Ladders now have proper open-space shafts. Their sprite has been edited to remove the faux-hole, and also the down sprite is now at the same vertical pixel adjustment as the up sprite, so it looks kinda like they connect.
For security's sake, you can no longer fall down an openspace if there is a ladder on the openspace tile. Strangelly enough there was already code for not falling down if there was a ladder below you.
Added flight to some simple mobs that had been excluded from Alberyk's initial runthrough (parrots, bees, bats, and shades.)
The purpose of this PR is that you can now fly up ladder shafts.
Add portable ladders as items.
Deploy on floors that have an open space above them, and in open spaces that have floors beneath them.
Fold them, to reuse them.
Need item,structure base and structure body sprites. Probably an in hand sprite too.
This PR adds a system to display round statistics at the end of the round, with the option of logging said statistics to the feedback database.
Tracked stats:
Most deaths by ckey.
Number of people cloned.
Number of times humans have fallen into openturfs.
Number of times humans have died from falling into openturfs.
Number of times humans have been gibbed.
Preview: https://kama.skullnet.me/index.php/s/GsEdb7q733nO1LK
Okay. These modules allow you to fall from any height without taking damage. As long as your suit is powered and they're enabled, anyways. Secondly, they allow you to leap! Civilian grade allow you to leap 4 tiles, military grade ones (syndicate + ERT commander) allow you to leap 7 tiles and to also grapple people (Vox leap feature).
On top of that, if you middle click on the tile you're on with them selected, you will try to leap upwards. If the tile you're facing above you is a solid (non-open turf, but not dense either), then you will start to climb onto that tile. Civilian grade model isn't powerful enough to jump you there fully, so you gotta spend 4 seconds grappling for your life. Get interrupted in that time, you fall. Military grade models hop you instantly.
Fixes#2499Fixes#2495Fixes#2493Fixes#2480Fixes#2487Fixes#2491Fixes#2492
Gives the head of security Lieutenant Columbo, an attack dog with a special sprite that deals slightly less damage compared to other attack dogs.
Replaces Poly with floor B.O.B.
Gives Lamarr's cage a little more breathing room.