What happens: You have a melee weapon. You hit someone with it while aiming for the head. There's always a chance to make them go to sleep for a ridicolous length - like 45 seconds.
But they have a helmet on! This is a pretty lame mechanic in that case.
Wew. It also separates ling stuff into sorted files and folders. For future developers to uh. Rework. And uh. Not remove.
Improved sting descriptions.
Fixed various typos, made some descriptions more clear.
Stealthsuck now does toxins instead of genetic damage (randomly between 10 and 15).
Hallucination sting occur 5 - 15 after stinging.
Hallucinations last a smaller amount of time.
Epinephrine sacs renamed to Adrenaline Sacs.
Adrenaline Sacs cost 30 chemicals (was 45) previously.
Adrenaline Sacs produce low amounts of oxycodone and hyperzine on activation.
Faster chemical regeneration upgrade now regenerates 2.5 times faster (up from 2).
Enhanced chemical storage now stores 50 extra (up from 25).
Armblades now cost 4 genomes (up from 2).
Rapid regeneration now heals genetic damage as well.
Regenerative stasis now allows you to revive after 10 seconds (from randomly: between 8 and 20 seconds).
Adds a text prompt confirmation if you want to go horrorform or not. Die misclicks, die.
Adds a prompt to let ling know they need to wait a minute before they can stealthsucc again.
Ling shield does more bashing damage.
Fixes/tweaks:
Wallets, lanyards, mining carts, Einstein Engines ID, and improvised sword missing sprites.
Outlines / colors on engineering and cargo outfits, ore and sheet snatchers, atmos fire helmet and hardhats, and safety goggles.
Fixes#7371
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
Mime crayons have 15 units of dust, rainbow crayons have 20.
Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
Gave crayon dust colors unique flavors because why not. It's fun.
Fixes#6284
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
all antags that previously had massive equip chains now use the outfit datum system
commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
all outfit datums will now take into account backpack preferences
made the ERT job announcement / details more obvious
I updated the supermatter manual to include new info, a FAQ section, and the proper standard set-up we now use for Aurora. It also details how to upgrade the SMES, what to upgrade it with, and what power to set it at.
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."
also all sprites by AmoryBlaine I just unga dunga'd the code together
Tweaks:
With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
The scientific gripper can now hold slime steroids.
The chemistry gripper can now hold paper.
Bugfixes:
Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes#4343.
Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes#1288.
Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes#1097.
Cyborgs can now re-lock secured crates. Fixes#4833.
Service borgs can no longer open a portal to infinite grass tiles. Fixes#3814.
Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes#4479. Fixes#6501.
Improved sword parry sounds.
I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
Atomized version of my prior PR. This one only removes fullblock chance from armor.
What this entails is that before this PR all armor, regardless of how strong it is, has a chance to completely block a projectile of any kind. This removes that possibility as it's completely dumb.
Paramedics now gain a helmet (with flashlight!) and an armorless chest rig to carry stuff. The chest rig and FT jackets now carry blood bags on the suit storage. HUDpatches now spawn in Doctor lockers. Sprites by AmoryBlaine.
Gave the freelance mercs headsets. They have the common and response team channels.
Switched their id-type to agent ones, to allow them to be edited if needed.
Fixed the freelance merc leader's rifle being the wrong type.