This fixes borers being permanently mid-ability after first awakening
their host's psionic powers, and thus unable to do anything else for the
remainder of the round.
I also found an issue with the psi ability mirror shade: somehow the
shades target internal borers, including the hosts. I'd like a more
generic fix for this so that they don't attack any internal borers, but
I'm not well versed in mob code.
Also removed an `add_verb` for `write_ambition` that I should've removed
in my last borer-based PR, as it's done above inside a client check, and
could cause RTEs in some circumstances.
A collection of colourable boots added to the loadout:
+boot selection (colourable) / shoe tab
+toeless boot selection (colourable) / xenowear tab
+thigh-high sneakers / shoe selection (colourable)
All onmob sprites by me
Most item sprites borrowed and altered from existing sprites
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Signed-off-by: BulletBudgie <52014471+BulletBudgie@users.noreply.github.com>
Adjusts descriptions of some energy weapons to scrub Heph and replace
with NanoTrasen
Due to effecting corporate lore, I'll be passing this by the loremaster.
Implements a disarm technique to Kis-Khan that "knocks out" simple
animals for a few seconds, allowing you to follow up with other attacks.
This is because shriekers are easy to encounter in the Untouched Lands
as a Kis-Khan master and are too difficult to get away from with Unathi
sprint, making it easy to get overwhelmed by multiple of them,
especially if you're in water. And dying to shriekers is, unfortunately,
not badass as a martial arts master.
Could also pave the way for other simple animal-based attacks for
Kis-Khan or other martial arts, if people are interested in that.
* Fixed AI hologram loadout characters being nude.
This fix worked on my local, but I'm not so sure about live, so I'm
requesting a test merge on this one.
Cyborg mining module now has hailing channel
Cyborg Jetpack Module now requires silver instead of Phoron
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Skrell are not the best species in physical roles like Paramedic or
Officer for a number of reasons; this is a minor change that I think
will help with that without suddenly making them stronger in combat or
quicker (two of their weaknesses - they are slow (especially Axiori,)
IIRC have bad grab mods, and such.)
The real inspiration behind this was a Discord post that made me think
it'd be funny if they leapt like frogs.

This isn't technically a bugfix as the original PR (#19624) intended for
this behaviour
However, after a discussion in the code channel on the discord, I think
there's near-unanimous agreement that this feature isn't wanted.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Unfortunately most of the map is kind of unplayable or not mapped in
mind with stairs being untraversable for roller beds or wheelchairs.
Remapping every map to work with this mechanic is also not something I
am interested in.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Creates a framework to restrict certain alt titles to certain factions.
As an example and natural logical consequence:
"Corporate Reporter" can only be used by Corporate employees
"Freelance Journalist" can only be used by Independent crew
I plan to use this system in a later PR.
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Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Diona nymphs can now run correctly, without a weird empty stamina bar,
and stopping as appropriate when their stamina (health) is low, with a
message.
Fixes#14038
Seed code DMdoc'ed and code added to allow for custom descriptions and
extended descriptions for produce.
Adhomai plants given descriptions as proof of concept (maybe)
- [x] Foundation code
- [x] Assassinate Almrah Harrlala
- [x] Adhomai Plants descriptions
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
When I made the recent alcohol toxicity changes to Unathi, I made
ethanol much more toxic to Unathi, because previously it wasn't very
damaging to them unless they drank a lot.
However, when I buffed the toxicity, I forgot to take into account
ethanol scrubber gas. I have discovered, quite rudely, that ethanol
scrubber explosions cause Unathi to instantly go into full 100% organ
damage on every organ, and collapse and die in 60 seconds even with
immediate medical attention. Their organs just all go critical
simultaneously.
This changes things back to the way they were. Unathi and Vaurca will
still vomit up alcohol, but will only take 3 toxin damage per unit of
ethanol instead of 12, which, in hindsight, was quite ridiculous.
https://github.com/Aurorastation/Aurora.3/assets/59633984/76c7c7a4-fa06-457c-bf8c-0a9bda733f49
Basically, uses the species' list of skin color presets, if any, to add
a button for body markings to select the same presets. This is only
really useful for Dionae at the moment, or at least I imagine so. Skin
tones and hairstyles were also removed from Dionae, as figuring out how
to add selectable tone for body markings was too much of a hassle and
adding presets for hairstyles as well seemed redundant. I was thinking
of adding a "random body markings" proc to resolve the issue of newly
formed gestalts not spawning with any hair, but let me know if this is
desired.
I discussed this with the Diona lore maintainer beforehand, but the team
is free to change their mind or request more features at any time.
Reverts accessory weight handling, ontop of being exploitable as easily
as attaching the accessories after the clothe is in the bag, it doesn't
make sense that you can store the pieces singularly but not once put
together (for the modular armor, that is), and is ultimately just an
hassle to have to disassemble and reassemble it over and over every time
you have to pull the armor in the backpack and back out
The 'infest_with_parasite' proc was setting the 'parent_organ' variable
of new tumors to the src organ reference. Changed to set the
'parent_organ' variable to the 'limb_name' of the src which allows
surgery code to find it.
Fixes the Skrandana to be white, and spelling errors on the Weishii robe
and Worker's hat.
Also, not quite sure if it should be worker's hat or workers hat.
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Co-authored-by: Stev-the-third <Rose@flurf.net>
Changes the sink/reagent dispenser (i.e. water tanks)' filling system to
be intent-based rather than opening a window every time. Should make
filling/emptying containers at least 10x quicker. :)
Use **HELP** intent to fill from a container. Any other intent (i.e.
HARM) will have you try to empty the container into the dispenser/sink
instead.
Additional examination info has been added to both the sink and reagent
dispensers to give such information.
Adds the event service job used in New Blades so far, as well as unique
outfits for event jobs to make giving them different gear easier for
future devs.
Fixes Bug #19648
The Hegemony Energy Rifle has the E-Gun as a parent, instead of the
laser rifle, so it doesn't inherit all the single-fire-mode stuff that
the laser rifle has. I gave it all those attributes to make sure you
can't accidentally change the fire mode.
Edit: To clarify, this fixes the bug where you can change the fire mode
and it causes the gun to vanish.
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Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
- ~~The handle_blood proc will now check all organs, not just damaged
ones, and apply bloodloss accurately; including arterials where the
external wounds are healed.~~
- Added an arterial check to the proc which determines which external
organs are damaged so that the handle_blood proc will correctly remove
blood for external organs with arterial bleeds with no damage.
- Arterial severity which applies less than 1u of bloodloss is now
accounted for properly and is no longer rounded down to 0.
Fixes: https://github.com/Aurorastation/Aurora.3/issues/17807