fixes an abusive exploit and makes 2 combos easier to use, increases cqc harm damage, adds martial art block_chance var which is only activated if you have your throw_mode on for active defense.
baton blocks stun the person attempting the attack too, you can now block batons and then throw or chokehold.
makes tc cost for CQC 13 with all the buffs.
Fixes large crate, critter crate, cardboard and metal boxes showing a nonfitting sprite when wrapped. I added two new sprite for those wrapped box-like closet, one for wrapped and one for giftwrapped.
You can now use tabs when writing on paper, by using "[tab]".
Fixes clone damage not being transfered when humanizing/monkeyizing with a dna injector.
Fixes chaplain's camera obscura showing invisible things other than ghosts.
Fixes typo in carbon/examine.dm().
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Fixed a few bugs with clockwork proselytizers
* condensed
* formatting
* proselytizer.
* i need more sanity checks I think this crashed something
* proper!
* better desc
* sanity! SANITY!
Adds hardlight bows and hardlight quivers.
Does 12 brute and 18 burn on hit.
The quivers regenerate one arrow every few seconds and is worn on the back.
Arrows disintegrate on hit and are destroyed after 20 seconds if it is dropped to prevent spam.
ADDED TO UPLINK AT 7 TELECRYSTALS FOR A BOW AND QUIVER. Can be included in surplus crates.
🆑
* moves black shoes recipe to be just below grey jumpsuit recipe
adds recipe for fingerless gloves
* added black gloves recipe
* black gloves require 3 rolls of cloth instead of 2
reduced botanist's leather gloves to only need 150 biomass
* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
* no message
* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
* no message
* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
* Input-based teleportation paper no longer allows you to abuse the delay in inputting a location
* why do we CARE if we can't move there normally we're fucking teleporting
* Not as restrictive
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.
Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
* Replaces OBLIGATION_DRINK with a much more appropriate fiddle reference
Attempting to clone soulsellers no longer works. Fun things happen if you try.
Fireproof paper no longer becomes unreadable on burning.
Made a generic "Conjure item" spell as a superclass for the summon pitchforks. These spells summon/unsummon an item directly into your hand.
You can no longer spam ghosts with the infernal revival contract.
* Adds the sprites for the golden violin
* Fixes compile error.
* Small changes for AnturK
* I speel gud.
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it