* Fixed a type in gauze falling off message (#57047)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixed a type in gauze falling off message
Co-authored-by: Dax Dupont <skyemenjou@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes n2o nontoxic, for reasons (#56839)
Counter to the original intent of the change seen here #50126, n2o will currently deal damage when used with both internal tanks and floods, as the threshold picked for it was about 0.15 moles at room temperature. Even outside this oversight, the original goal can't easily be achieved. Because breathing works off partial pressures, anything you can do with an anesthetic can you can do with an n2o flood.
Therefore I don't think it's behavior worth keeping, as even as a way to disincentivize non-antag n2o floods it would do little.
* Makes n2o nontoxic, for reasons
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Rebalances bz, makes it less of a self antag tool (#56832)
Makes hyper low amounts of bz not cause hallucinations
Makes the brain damage portion of bz breathing only take effect at higher pressures, roughly 10 mols at room temp on a turf
* Rebalances bz, makes it less of a self antag tool
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors sharpness to use a bitfield (#56817)
Refactors sharpness to use bitfield instead of bitflags in case someone wants to add more types of sharp things, or unique behaviour with them
* Refactors sharpness to use a bitfield
* Update bullets.dm
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes N2O & Healium Euphoria (#56673)
N2O and Healium have a simple else statement on the end if there arent enough partial pressure, so you need both to exceed the threshold to get euphoria. This fixes that.
* Fixes N2O & Healium Euphoria
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Delete remove_embedded_object.dm (#56675)
File is no longer included in tgstation.dme
* Delete remove_embedded_object.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Change shears to check for incapacitation instead of stunned status effect (#56674)
Amputation shears now check for incapacitation instead of specifically
the stunned status effect to determine if you can get a 0.5x multiplier
for the time required to cut off a patient's limb despite the patient
not being unconscious, critted, or dead. This means that
staminacritting and paralysis can now count for this check.
In addition, the 1.5x time multiplier for the patient/victim being
jittery is now no longer mutually exclusive with the above 0.5x
multiplier (previously, the 0.5x multiplier would take priority).
Note that this penalty does not apply if the patient is dead, as
having a nonzero jitteriness variable only causes a jittering
animation if you're not dead.
* amputation shears now check for incapatation instead of specifically the stunned status effect
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Tend wound fix and minor refactor. (#56599)
* fixes tend wounds healing damage that wasnt specified by it.
fixes the tend wounds that should heal one damage you choose i.e.: burn randomly heal some brute while not healing burn or heal burn and brute at the same time.
* Tend wound fix and minor refactor.
Co-authored-by: manofpepsi <71612753+manofpepsi@users.noreply.github.com>
Removes the capital X going to KSS from the forked tongue hiss, this allows lizards and other people who have taken the forked tongue to say things like RDX instead of RDKSS, and overall improves readability. This does not affect lowercase x's.
* Mirror logging for brainwashing and hypnosis in the player panel and attack logs. (#56515)
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.
Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
* Mirror logging for brainwashing and hypnosis in the player panel and attack logs.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Miscellaneous Pronoun & Grammar Fixes (#56504)
Changes a few uses of static pronouns in dynamically generated strings to calls to the p_ procs.
* Miscellaneous Pronoun & Grammar Fixes
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* buffs the surgical toolset implant (#56253)
## About The Pull Request
The surgical toolset implant's circular saw and surgical drill now both have a force of 15 (as is normal for surgical tools of their respective types), instead of 10.
## Why It's Good For The Game
I don't really see any reason why these tools should be "dulled" for the surgical toolset implant, especially seeing how the integrated toolset implant (which contains much more generally-usefull tools than what the surgical toolset implant has) contains a 40u welder that has a force of 15, and that's not causing any balance problems. For combat purposes, both of these implants are outclassed by replacing your arm with a chainsaw (which has a force of 24).
Whirring saws and spinning drills that you can extend from your arm like wolverine and shank a guy with are fucking badass, and if a doctor wants to defend themselves with their integrated tools instead of carrying around an extra "normal" saw/drill in their backpack just for combat purposes, then by god, we shouldn't arbitrarily penalize them for doing that.
* buffs the surgical toolset implant
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Now brain trauma paralysis works in arms as intended (#56105)
Fixing issue #56076 making arms affected by the corresponding brain trauma. Fixing brain trauma paralysis in non-human limbs is impossible without a partial or complete refactor of paralysis code or species code, and since this situation happens very rarely, I doubt someone want to waste time in this. But if someone wants to do it anyway feel free to ask me about how it can be done.
* Now brain trauma paralysis works in arms as intended
Co-authored-by: Manybones <miguelbasket1@gmail.com>
* yay hopefully it's not fucking bugged
* better code
* keeping alpha + checking for same species
* oops
* Update modular_skyrat/modules/customization/modules/mob/living/carbon/human/human_update_icons.dm
* I'm a fucking idiot or...
I was setting the alpha of the markings back to the specific alpha after specifically not setting them in the proc beforehand
Co-authored-by: Azarak <azarak10@gmail.com>
* Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑
CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.
People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.
- Aliens (xenomorphs) are still immune to wounds, but that immunity is
now done with a trait, rather than a typecheck.
* Regular CTF no longer has wounding
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
* Rework job food/alchohol benefits into livers
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Default organ reagent stops forever flavor (#55966)
This makes the default reagent in stomachs not be nutriment, the flavor of nutriment was merged in to the nutriment that sits in the stomach add flavors to it.
New the default reagent of the stomach is organ_tissue, this will prevent compounding flavors.
* Default organ reagent stops forever flavor
Co-authored-by: NightRed <nightred@gmail.com>
* Flypeople say "s" as "z" and dont get disgusted by toxic food (#55802)
## About The Pull Request
Flypeople will now say "s" as "z" (They already say "z" as "zzz", but s -/> zzz) and arent disgusted by toxic food anymore.
I'm hoping that by the end of my changes, Flypeople could be considered a unique and viable race, being actually worth something other than "that one unmaintained race we have disabled" (best-case scenario is they become fit to be a proper roundstart race)
## Why It's Good For The Game
Flypeople is the forgotten race of /tg/, this makes them more unique and fits for them.
Not being disgusted by toxic food fits well due to Flypeople being considered disgusting and vile creatures.
* Flypeople say "s" as "z" and dont get disgusted by toxic food
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Merge pull request #55869 from LemonInTheDark/fixes-plasma-alerts
Fixes plasma alerts not showing up
* Fixes plasma alerts not showing up
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Refactor plasmaman stomach typepath (#55716)
Skeleton and plasmaman stomachs now share the same code.
Skeletons now heal brute and burn damage from drinking milk, plasmamen
only heal brute damage.
* Refactor plasmaman stomach typepath
Co-authored-by: coiax <yellowbounder@gmail.com>
* Tweaks how some tongues have no taste (#55811)
Skeletons, abductors and ethereals have no sense of taste. Previously
they would taste something "indescribable", but instead, they will not
taste anything or get any message. This also means they will no longer
get mood buffs from eating/drinking high quality food.
Carbons without tongues also can no longer taste anything.
- The utility item "taster" has had some additional messages added.
* Remove can_taste proc
Instead of a single proc that is only used, so carbons can override it
with the missing tongue, just have carbons unable to taste anything by
default, and then have the tongue "supress" that.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Tweaks how some tongues have no taste
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* wrinkling my brain (#55829)
#54939 removed a part of individual logging code that used the length of the individual's logging list as part of the index for storing a given line of logging.
The problem is, that number was important for avoiding collisions in the logging lists. Since the length of an atom's logging list can only ever increase by 1 every time a new line is logged, you were guaranteed to always have a unique index for each new line. Without the length in the index, if any logging event was triggered on the same atom multiple times in the same second (like if someone spoke once willingly and once by force from something like tourettes at the same time), two entries would be logged, but both of them would point to whichever one was processed last.
This was most noticeable with wound logging, since the victim would log both the attack itself and the wound it caused at the same time in the same category (LOG_ATTACK), meaning that the wound log would just be turned into a copy of the attack entry, but I believe this is the cause behind most (if not all) of the issues logging has had with duplicating some events and losing others entirely.
The fix is simple, just adding the length of the list to the end of the index. This still allows logs to be sorted by timestamp while ensuring that each log entry is unique.
* Fixes log collisions
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Add inacusiate to syndicate medical borgs (#55823)
Giving syndicate medical cyborgs access to the ear healing chemical
allos them to heal one of the most crippling problems that can afflict
an op; being unable to communicate effectively (through ear damage).
Being unable to communicate because they are a bad player is uncurable
through in-game methods however.
* Add inacusiate to syndicate medical borgs
Co-authored-by: coiax <yellowbounder@gmail.com>
* Make eye(s) of god NODROP only when equipped (#55651)
* 👀 Make eye(s) of god NODROP only when equipped
🆑 coiax
tweak: The "eye of god" only becomes unremovable when put in your eye.
/🆑
- The lavaland chest reward "eye of god", will only become NODROP (ie.
unremovable) when actually placed in someone's glasses slot, rather
than becoming immediately stuck in your hand.
- Eyes of god now hurt when implanted, causing temporary blindness and
screaming.
- A pre-doubled eye of god is now a typepath.
- Eyes of god are no longer made out of glass.
- Glasses colouring procs have been moved to the top of the glasses
file, but unchanged.
* Apply suggestions from code review
- Refactor out explicit `src` with implicit instance access.
- Use ternary string expression for burrow grammar
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Fix NODROP staying on beheading
Even though the item is NODROP, it can still be removed from someone,
such as when they're beheaded. We don't want it to remain sticky, so
remove the NODROP trait.
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Make eye(s) of god NODROP only when equipped
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>