* Adds stasis beds
Needs sprites, using placeholder ones
* Adds stasis beds to techwebs
Cryostasis Technology
* Adds sprites for stasis bed
* Stasis beds support economy/ancap
* Stasis bed can be deconstructed
* Stasis bed requires cable coil
* New stasis bed sprites by @Kmc2000
Made by Kmc2000 <bluekorben2000@yahoo.com>
Not currently functional
* Add unique to SSvis_overlay.add_vis_overlay
will return the overlay object itself and not reuse it
* Make stasis bed art function
can enable/disable with alt click
makes sounds when powering up/down
* The tubes go over the mob now
* Remove sleepers from techweb tree
* Fix stasis bed lying
* Modified stasis bed build requirements
* Survival pod version of stasis bed
Map spawned sleepers delete their circuit boards
Added stasis beds to 'doctors' phobia
NanoMed for survival pod which is always free, not refillable
* Replace sleepers with stasis beds on all station maps
removed all sleeper machine boards from maps
one sleeper machine board intentionally left alone in oldstation
* Fix stasis bed tube overlay capturing clicks
Give power up and down noise freq variation
* Remove stat check from living Life
* Remove vis overlay assertions from stasis bed
* adds garlic, garlic bread, and garlic juice (reagent).
Changes khinkali (a meat snack) to require garlic in its crafting, added some nutriment to khinkalis.
* reduces garlic juice healing to bring it more in line with sprinkles/banana juice/nothing. Still gives a bit more HP, but much, much slower
* Garlic juice now prevents vampires from draining you, stuns vampires if in their bloodstream.
Also fixed garlicbread sprite
* fixed typo
* Update code/modules/mob/living/carbon/human/species_types/vampire.dm
Co-Authored-By: blessedmulligan <30278162+blessedmulligan@users.noreply.github.com>
* Cleaned up isvampire
thanks cobblestone-senpai
* Rebalanced metabolism time, cook heal, vampire effects, and stink rate
* typo
* typo
* Shocks propagate to pulled humans.
* shocks pulledby as well, prevents defib loop and extra shocks.
* This is better.
* whitespace
* more whitespace
* Now only casts to human.
* More fixes
* new mutation: simple speech
* finalize simple speech and fix word list apostrophes
* Is now a brain trauma instead
* fix merge conflict
* grammer fix
* cleanup cause I'm an idiot
* made the suffix list a bit easier to read
* fix traits.dm
* initial commit
* obligatory stupid mistake fixer commit
min -> max
* moves punch changes to correct file
makes them slightly more logical as well
* minor tweaks (see msg for details)
- fixed some defines i messed up when conflict fixing
- removed some unneeded typecasting and src calls
- bumped up stamina damage on failed grab resist so it's not as outpaced by stam regen
* better use of defines/logging
* last second fix to stun punch threshold
forgot to raise it by 1 to account for raising the human punch damage max
also, log missed punches
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* addresses review
* Fresh start
Wow this has been an adventure. Hopefully this works and I can start rebuilding this PR.
* Functional build
Lacks software integration, costs, purchase enabling, etc.
* Removes pAI Action HUD
Also changes some frame data on icons, slowing them.
* adds check for pAI in newscaster.dm
* tweak job title for consistency
* capitalization
* correctly types pai in newscaster.dm
Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* adds in wire fix PR vars to hopefully fix it all
* reset pai.dm to hopefully fix this replace issue.
* That didn't fix anything. Reverting.
* One more time, taken from upstream master.
* put the newscaster stuff back into pai.dm
* Re-adds job title for newscaster
* Untangles code that was trying too hard.
It tried to use "wires" to handle both wires and it didn't work.
* Adds two variables to make it all work.
* dropped an else
* Found out how I dropped an else. Fixed
* Changes can_tx and can_rx to longer names
* more descriptive var names
* How did I miss these deletions?
* Then I don't move the ", geeze.
* Adds Cobblestone's suggested code.
* new clown mobs and spawners
adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks
* added more clown varieties and fixes to previous
* fixed unneeded capitalization and changed mob values
removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth.
* Update clown.dm
* clown changes and new clown
new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride
* added cluwne to uplink, fixed redundant variables, added new clowns
cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables.
* Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm
Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com>
* IT LIVES ONCE MORE
* forgive me for this sin
* i wish git would detect case changes
* this works
* pAI's have little AI headsets and can use encryption keys.
* pAI's now spawn radio AND headset.
Reverted radio code and changed new variables to the new headset var
* Undid the comment out of radio code.
As far as I can tell this isn't working properly though. Tried testing it locally and can't enable/disable radio as pAI or master.
* Removed redundant null keyslots.
* Final version
It should all work.
# Conflicts:
# code/game/objects/items/devices/radio/headset.dm
# code/modules/mob/living/silicon/pai/pai.dm
* Merge
* Mergies
* Update code/modules/mob/living/silicon/pai/pai.dm
Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Splits NOEYES flag.
* Actually let's rename this to avoid confusion. NOEYES is horrible name
for what it does.
* Name doesn't conflict now. Speak up if you come up with better name.
About The Pull Request
As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.
On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.
A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.
Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.
All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game
Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog
cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
I'm doing a lot of work on the pAI stuff right now and mad props to
whoever set the loudness booster up, but this typo is killing me every
time I see it.
It seems it was intended to make movement cost a bit of hunger per tile,
but was actually only happening while you were floating (despite the
comment saying it should be easy).
This reverses that so it's now working as intended.
Testing shows this increases nutrition by about 5.6 per minute of
non-stop (non-floating) running movement. Walking cuts this cost by more
than half as not only do you cover fewer tiles in a minute, but walking
also costs half as much in tile-tile movement.
If you're on meth, expect to get quite hungry from zooming around the
station like a madman at 300 mph, which I think makes quite a bit of
sense.
The War on Stun Based Combat Phase II
About The Pull Request
A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game
Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog
Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.
cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
cl Basilman
fix: Added a cooldown for datum outputs
/cl
also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.
also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
* (deriuqer) yrammuS
* Also this
* Guess I'll do it this way, then
* You can hit the arms now, too
* Update code/game/mecha/mecha.dm
requested by ShizCalev, committed by Zxaber
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* Update mecha.dm
* commited a comment
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
* Does the stuff
* Changes, see following post.
* Sending the eye to "null" deletes it, apparently
Leme go ahead and fix that
* Oh, that don't work that way.
* requested change
Anything I put here looks like ShizCalev typed it.
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* Update ai.dm
* "zero" change in this one
get it?
* Update code/modules/mob/living/silicon/ai/ai.dm
Requested by Cobble, committed by Zxaber
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>