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().
Unique id's for both krokodil humans and infectious zombies
Unique id for the ashwalker lizard subspecies
Uses the correct limbs_id var to ensure their icons reuse the
appropriate icons of correct species
* 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
I moved some things in APC's construction code.
Emaged and malf-AI-hacked APCs can now be fixed replacing theyir board (old one destroyed in process). - We emag and hack APC's board, not frame
You can now add/remove APC's wires even if board is secured
Removing APC's and SMES's terminal no longer ignore current tool's speed
You can repair APC's cover (only if APC is not compleatly broken) by using APC frame on it, while electronicks are still in place
You can no longer unlock AI-hacked APCs, throught AI still can
closing APC's cover will lock it
Guvax is now targeted; invoking it charges your slab to bind and start converting the next target attacked in melee within 10 seconds. This makes your slab visible in-hand.
tweak: Above 5 Servants, the invocation to charge your slab is not whispered, and the conversion time is increased for each Servant above 5.
Using Guvax on an already bound target will stun them. The bound target can resist out, which will prevent conversion.
Sentinel's Compromise is now targeted, like Guvax, but can select any target in vision range.
Sentinel's Compromise now also removes holy water from the target Servant.
Clicking your slab will cancel these scriptures.
Both of these will change your cursor, to make it obvious they're active and you can't do anything else.
Convert times are faster at very high servant amounts, but it's much easier for 1-on-1 conversions to go wrong and have the target escape. (Though the binding makes early conversions slightly easier.)
Resist time for the binding is a flat 4 seconds, and moving/being moved while chanting will break it immediately.
Formula for conversion time is 5 + (0.5 for each valid servant above 5) seconds up to a maximum of 10 seconds at 15 servants.
* 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.
* About time someone did this
* also this
* One almost got away
* From '`' to 'B'
* Mercy kill this PR pls
* Help message
* You could've told me how that took forever
* Update help
* Splits various massive clockwork cult code files up into various folders
* JUST1C4R
* 4BSURD
* this is faintly horrifying to look at
* that's right i don't need to double it, just to swap the order
* Starts to add a new wizard spell, based on the LIGHTNING BOLT! LIGHTNING BOLT! LIGHTNING BOLT meme.
* Adds spell to spellbook, and makes it functional.
* Fixes compile error
* Casting the spell now automatically readies your throw.
* Pitchforks don't auto throw
Summon pitchfork no longer also auto throws.
* Im actually going to die of flu, send help
* REEEEEE howd this get here
* Dammit Joan my everything hurts!
* Cant sleep. shit code. travis loves me
* dammit orange. this was supposed to be easy!
* Specifically disallow the "vigourous" from pop up
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.