This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
This PR:
- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.
- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.
- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.
- For the admins: Adds a clown blood smite.
My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.
I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.
This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
## About The Pull Request
This makes it so incompatible DNA injectors do not expend a charge when
used on an incompatible mob.
## Why It's Good For The Game
This shouldn't burn a charge. It should be a warning message.
## Changelog
🆑 Rhials
fix: Mutation injectors used on incompatible mobs will no longer burn a
charge.
/🆑
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...
## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
## About The Pull Request
Sister PR to #83439, that needs to be merged before this.
Adds a plethora of new positive mutations to the game!
Mutations now have a variable that directly adds and removes traits
instead of manually doing so for idk
Tripled cryobeam range.
Made the mushroom hallucinogen's code more readable.
- Adrenaline Rush
Trigger your body's adrenaline response, granting you 10 * P units of
pump-up, synaptizine, and determination. After 25 seconds, you crash,
recieving 7 * S units of tiring and dizzying solution. Can be Energized,
Powered, and Synchronized.
- Mending Touch
Transfer injuries from the target to yourself! Heal 35 * P damage,
recieving up to 35 * S damage in turn. Transfers moderate wounds, fire
stacks, and attempts to parallel limb-to-limb damage. Has bonuses for
pacifist players. Can be Energized, Powered, and Synchronized.
- Elastic Arms
Your arms become floppy and you can interact with things as if you were
adjacent to them from one tile further! Does not work through walls or
dense objects, and you become unable to lift huge items, pull large
corpses, and you get chunky fingers.
Split temperature adaptation into three:
- Cold Adaptation
Gain cold immunity, gain ice slip immunity!
- Heat Adaptation
Gain heat and ash storm immunity
- Thermal Adaptation
Resist both cold and heat, but no extra fancies. The sprite is green
now!
Pressure Adapt has a purple sprite.
You can mix the cold mutations with Fiery Sweat to make these new ones:
- Cindikinesis
Instead of summoning snow, you can now summon... ash. Wow. Very cool.
- Pyrokinesis
You can fire fire now! Fires beams of heat that, unlike the temperature
gun, actually ignite on hit. Higher instability cost than its sister
mutation.
The changes have been themed primarily around classic superhero
gimmicks. Genetics feels like a natural spawning point for superheroes,
and its mutations show this via the good ol' 'radiation made me fire eye
lasers' hero backstory. Adding more ways to be a superhero is fun.
Also, added two new speech mutations:
- Trichromatic Larynx
Every word you say is now either red, green, or blue!
- Heckacious Larynx (Trichromatic Larynx x Wacky)
You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly
wacky. Don't give it to the clown.
Unlocked the Elvis mutation as well.
## Why It's Good For The Game
> Adds a plethora of new positive mutations to the game!
Genetics is in desperate need of new content, all it's had for years is
a slow gutting and removal of the few things it does have. Hulk is,
being real, stupid, dumb, stagnated, and overpowered, but it's been
begrudgingly accepted because genetics is quite literally just, nothing
without it. I'm here to add the somethings to genetics and add some more
variety (and no i'm not touching hulk)
> Mutations now have a variable that directly adds and removes traits
instead of manually doing so for every mutation.
Less stupid
> Tripled cryobeam range.
Shit joke mutation is now long-range shit joke mutation!
> Made the mushroom hallucinogen's code more readable.
Slightly OOS because I was going to add color blind mutations but
decided not to creep. This piece o shit code has been hurting my head
for years and now that I've finally understood it I want to make sure
others don't go through that pani.
> - Adrenaline Rush
A quick burst of some mild chemicals at the cost of eventual nausea,
sounds like a fair trade to me! If you're already on the ground, this
isn't going to do anything.
> - Mending Touch
Healing is something that's lacking from the mutations, and this puts a
fun spin on it, making the caster a damage pincushion as they heal and
absorb damage.
> - Elastic Arms
Classic superhero power, very funny, lots of silly and sandbox
potential. Has innate drawbacks because 1. thematic and 2. it's pretty
strong
> Split temperature adaptation into three:
They combine into the same thing it used to be, so don't freak out. This
just adds some separation between the immune types, for things like
themed superheroes.
> - Cold Adaptation
Perhaps mildly concerning, but I think this might be a fun spin on it?
TODO: make hiking boots effect?
> - Heat Adaptation
Nothing to say. It's cool.
> - Thermal Adaptation
Nothing wrong with this mutation so it stays in
> You can mix the cold mutations with Fiery Sweat to make these new
ones:
How can we have frozone and not, uh human torch or something. why are
there no heavy hitter fire superheroes in marvel or dc???
> - Cindikinesis
Can't really summon an equivalent to snow that's actually useful, so
here's this instead. Clown might like it, or maybe the chemist.
> - Pyrokinesis
The ignition effect is fairly weak and mostly a deterrent. I think this
is the most dangerous ranged mutation in the game, which is kinda sad.
> - Trichromatic Larynx
Colors are fun! We have speech mutations that change words but none that
change their color. Though, to be fair, this was mostly added for the
mutation below's combination.
> - Heckacious Larynx (Trichromatic Larynx x Wacky)
I felt that Wacky wasn't nearly wacky enough. It just made your speech
comic sans. That's great and all, but. It's not much? This will be a
truly clownly mutation, the Genetics equivalent of a HONK mech. I made
it a combination mutation specifically to restrain its power level.
> Unlocked the Elvis mutation as well.
Was there a reason to lock this?
## Changelog
🆑
add: Added tons of new mutations to Genetics, alongside some recipes!
add: Thermal Adaptation has been made a combination mutation from the
stronger but narrower Cold and Heat adaptations.
balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause
spread on contact.
image: Added some neat new sprites for the new mutations, and added a
greyscale version of the magic hand sprites.
code: Infinitesmally improved mutation code.
/🆑
## About The Pull Request
PR has been reworked a bunch! Changes in bold. Some of the **HATE** is
now outdated.
**Negative mutations now allow you to have more positive mutations, via
reducing your instability!**
**All mutations have been overall standardized via defines on their
instability values. Many mediocre positive mutations have had their cost
reduced significantly!**
```
/// Negatives that are virtually harmless and mostly just funny (language)
// Set to 0 because munchkinning via miscommunication = bad
#define NEGATIVE_STABILITY_MINI 0
/// Negatives that are slightly annoying (unused)
#define NEGATIVE_STABILITY_MINOR -20
/// Negatives that present an uncommon or weak, consistent hindrance to gameplay (cough, paranoia)
#define NEGATIVE_STABILITY_MODERATE -30
/// Negatives that present a major consistent hindrance to gameplay (deaf, mute, acid flesh)
#define NEGATIVE_STABILITY_MAJOR -40
/// Positives that provide basically no benefit (glowy)
#define POSITIVE_INSTABILITY_MINI 5
/// Positives that are niche in application or useful in rare circumstances (parlor tricks, geladikinesis, autotomy)
#define POSITIVE_INSTABILITY_MINOR 10
/// Positives that provide a new ability that's roughly par with station equipment (insulated, cryokinesis)
#define POSITIVE_INSTABILITY_MODERATE 25
/// Positives that are unique, very powerful, and noticeably change combat/gameplay (hulk, tk)
#define POSITIVE_INSTABILITY_MAJOR 35
```
Added a new height mutation: Acromegaly! It's the opposite of Dwarfism
and makes you uncannily tall. It also makes you hit your head 8% or 4%
(with synch) of the time you pass through airlocks. Wear a helmet!
**Injectors and activators' duration is now dependent on the
in/stability (absolute value) of the mutations to be injected! With a
minimum of 5-10-15 seconds for each type of injector. Also changed up a
bit how part upgrade cooldowns work, by making each tier reduce
cooldowns by 25-15-10% for each injector type.**
## Why It's Good For The Game
**> Negative mutations now allow you to have more positive mutations,
via reducing your instability!**
Genetics has been long in dire need of a rework. This isn't really one,
but it IS intended to increase genetics depth a bit and stave off its
stagnation, making it slightly more interesting than 'free shit', by
making it so **you can now gain more positive mutations, but you need to
figure out what you're going to take as a downgrade in turn.**
Genetic powers are heavily themed around comic book superheroes, and you
know what those had a lot? Debilitating drawbacks to their powers. Let's
replicate that.
**I intend to make a sister PR for this that adds more interesting
positive mutations (for the first time in decades) to genetics, so
there's an actual element of pick-and-choose involved**
> Added a new height mutation: Acromegaly! It's the opposite of Dwarfism
and makes you uncannily tall. It also makes you hit your head 8% or 4%
(with synch) of the time you pass through airlocks. Wear a helmet!
We have Super Tall. Let's add it to the game somewhere! With a fun
downside, of course.
**Gigantism is now a recipe mutation, mix Acromegaly with Strength to
get it.**
> **Injectors and activators' duration is now dependent on the
in/stability (absolute value) of the mutations to be injected! With a
minimum of 5-10-15 seconds for each type of injector. Also changed up a
bit how part upgrade cooldowns work, by making each tier reduce
cooldowns by 25-15-10% for each injector type.**
**Made no sense that a Glowy injector cost the same as a Hulk injector.
Just annoying. The cooldown is based on the absolute value, so a -30
instability injector would take ~30 seconds. This mostly so that
geneticists can't make a million modded syringe gun supersyringes**
## About The Pull Request
They weren't doing this before. This was an issue because they hold refs
to a `mob/living/carbon/owner` as well as a `datum/dna`, making it a
potential source of hard dels.
As far as I can tell, I do not see this causing any issues as
`remove_mutation(mutation)` takes a type path as an arg rather than a
reference, same thing with `get_mutation(mutation)`. I couldn't find any
examples of a reference to a mutation being reused by anything after
being removed.
---
When I was investigating potential reasons for why it might have been
like this I found more problem code. Timed dna injectors were setting
`target` to the return value of `add_mutation()`/`remove_mutation()`
which is a bool. This made no sense and would cause runtimes as well as
mislead people into thinking that the return value of those procs was a
`mob/living/carbon`.
## Why It's Good For The Game
Fixes an oversight, and headache further down the line.
## Changelog
🆑
fix: fixed mutations holding onto refs after removal
fix: fixes timed dna injectors
/🆑
Makes DNA injector for clever for admin use.
## About The Pull Request
When the Clever mutation was made, an injector for it was never added to
the dna_injector file. This means that admins didn't have a way to spawn
this item in. Well, now they do. Added an anticlever one to remove it as
well for good measure.
## Why It's Good For The Game
Not that big of a deal, you could use the mutation as a gene man without
this, but adding more items to spawn in as an admin can't be a bad
thing. Additionally, as Clever is a mutation that does some pretty
unique things, so it actually seems like one that might theoretically be
a bit more useful to have in the toolbelt then some of its counterparts.
## Changelog
🆑
admin: Added clever DNA injector to admin spawn options.
fix: Added clever DNA injector.
/🆑
Resulted form #73117 . These relied on `do_mob` setting a default delay
of 3 seconds, which `do_after` does not do.
DNA injecting other people is no longer instant
Forcing people to drink is no longer instant
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
## About The Pull Request
>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem
This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.
Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes#72767
## Why It's Good For The Game
With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.
## Changelog
🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
* Add illiteracy to genetic mutations
* Add illiterate dna injectors
* Add illiteracy effect to confusion symptom
* Fix missing comma
* Change illiteracy to use resistance for confusion
* Fix disease unit test failures
* Refactor var names for confusion symptom
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
There was an empty space between name and suffix when there wasn't one, and expended DNA activators wouldnt get the name 'expended' if it didn't work, despite being so.
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?
So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!
The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.
Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.
(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
* adds the antenna power to genetics
it gives you an innate radio
* adds paranoia and mind reader
* foil hat interaction, sprites, tweaks
* upstream change
never webedit, kids
* fixes conflict-fixing error
* adds chromosomes
* Makes the framework nice and functional
* Adds chromosome interaction
* Makes chromosomes work
* removes the double instability update
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* more review stuff
also fixed some inconsistencies in chromosomes
* unfucks defines
* Fixes saved mutations runtiming with empty pods
* Adds stability to the dna console and advanced health scanner
* removes a random bug i stumbled upon
* Update code/game/machinery/computer/dna_console.dm
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* makes chromosomes harder to get
fixes double mutations, adds reinforcer and nerfs stabilizer
* fixes edge case where fireballs would be harmless
* cleans up find/replace all mess and 1 in 10 trillion chance of fireball breaking
* adds 5 new (minor) negative mutations
also adds a mutation conflict system
* removes debug comments and to_chat(world)s
* addresses reviews
* further review addressing, new message
and a message given to the subject when a mutation fails to manifest because of conflicts
* cooldown on acid flesh message
* Update uplink_items.dm
* update item names
* does all that stuff
* whoop forgot a comma
* adds geladi and cryo to mutation injector list
* adds mr freeze, i think
* maybe this will work?
* defines geladikinesis and cryo
* possibly fixes what was wrong
* ohhhhhhhhhhhhhhhhhh im an idiot
* one last thing
* mr freeze gets temp gun
* 20 TC
* Update uplink_kits.dm
* maybe?
* name change
* Update uplink_items.dm
* temp gun didn't have a firing pin
* adds Transcendent Olfaction to genetics
codersprite by me
* fixes
made messages work, added a new message
removed duplicate icon
* uses disgust instead of oxy damage
* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.
* makes it compile
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it