* Capped slowdown to 1 for applying speed potion to vehicles.
* Update xenobiology.dm
Modified the movement delay to match the config on the servers.
* Update xenobiology.dm
Adjusted back to 1.0
* Update xenobiology.dm
* Update xenobiology.dm
Speed potions applied to vehicles now make them 15% faster than a normal running person, unless that vehicle was already faster than a running person.
* Update xenobiology.dm
Now with correct numbers.
* Update xenobiology.dm
Updated to pull from the config's vehicle speed.
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
🆑
add: Adds the Paraplegic quirk for -3 points. You start with unhealable leg paralysis
(persists through cloning), and have a wheelchair to move around the station.
/🆑
This is really popular for some reason.
This required a surprising amount of small code tweaks for it to "feel"
right in edge cases like being a job that had items in their hands or
joining on the arrivals shuttle.
Justification for -3 points: You move REALLY slowly, in a game that's
about generally running from security/the guy with the esword. And if
you die and get cloned and don't have your chair, you move even slower.
* Traumas are copied when a person is cloned
🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑
If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?
Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.
* Suggested changes
* disables the MMB exploit
* Adds a config option to set a minimum build, with the recommended minimum build for 512 users being 1421
* readds the post-block detection, and changes MMB -> Middle Mouse Button
* Makes it the standard, I guess
Co-Authored-By: nichlas0010 <nichlas00100@gmail.com>
* Update client_procs.dm
* drug quirks
* more work on junkie trait
* more druggie work
* work pls
* make the junkie trait actually fucking work and not runtime
* fix the smoker quirk
* fix capitlization on the reagent containers
* refactored
* less shitcode
* fix errors
* add meth and crank since it's 0.5u
* fix dupe chem + fix addictions list being loaded with null
* relapse mechanic
* have addiction applied on spawn again
* remember to compile kids
* some logic error corrections
* fix another logic error resulting in relapses never triggering
* fix the logic error that I thought I fixed to begin with but accidentally made worse
* I really have the fucking dumb right now.
* reset the addiction when it's readded
* better syntax for list addition
Co-Authored-By: actioninja <actioninja@gmail.com>
* suggested changes
* better new syntax
Co-Authored-By: actioninja <actioninja@gmail.com>
* turf var
* correct syntax error
* renamed vars
* announce proc instead of hacky logic
* clearer logic refactor
* increment operator
Co-Authored-By: actioninja <actioninja@gmail.com>
* make it actually compile
* no null patrol
* fix accessory spawning
* fix runtime from the reagent list being full of instances apparently
* buff pill contents so they actually satisfy addiction
* adds cigars to the smoker spawn pool
* I think this is what cyber means?
* Update mecha.dm
* Actually I should use do this like everyone else
* Edited the Strafe button mouse-over text
Now says "Toggle Strafing. Disabled when walk intent is set (or Alt is held)."
* It's less fucky now
* Re-changed mouse-over text
* Request by ShizCalev
Looks good to me
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
Cuts something that should be there
hardens pp
largens pp further
maximiezes pp
fixes code
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()
First Draft
Mostly works
Removes redundant code, adds other colors, adds to CE locker
oops forgot to
hardens pp
maximiezes pp
Adds Initialize()
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to
Attempts to balance the hardhat, adds to EngiDrobe
Removes unnecessary code and sprite, adds necessary sprite
How can commas be real if our eyes aren't real
Fixes bad slash
Fixes runtime
Optimizes code after runtime fix
Removes redundant code
Fixes 3/4
*scream
Makes visor coverage consistent with new sprites
Actually fixes the issue
samus? its an honor
Makes requested changes
Doesn't delete welding hardhat sprites
* Mime-related Tweaks
Improves upon the standard beret sprite, aswell as the rest.
Changes the sprite of the french beret to the classic maroon colour, matching the mime's suspenders.
Remove's the mime's pocket protector as it's either rarely used do to the lipstick being nearly useless to mimes, since they spawn with a mask or alternatively, removed.
* Removes the standard beret from the standard costume crate.
* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
it takes way too long to get a crusher trophy as is, and it kinda makes crushers pointless. so i increased the drop chance to about 1 in 4 instead of 1 in 20. also, first PR, yay.
Mime stuff silences the mime now
cl
tweak: The nothing, silencer, and blank paper beverages now apply a mute on the mime for their duration (and a bit after).
cl
If you want to heal as a mime, you should not be allowed to speak. By extension things such as mime burgers will have this effect given the fact that they have nothing inside them (the reagent).
🆑 coiax
code: Jobe code has been moved into seperate files. There should be no
change in behaviour.
/🆑
Every time I've ever gone into job code, this has annoyed me so much.
Some jobs have seperate files, some do not. So I put them in seperate
files, which I thought was a simple job. I removed some comments in the
process.
But it turns out the display order on the job preference screen was
literally determined by the ordering of the datums in the source files.
So I needed to add a way to order it. Now you can reorder the jobs by
changing the values of the defines.
cl
balance: perfluorodecalin no longer mutes
balance: it also heals brute and burn 3x faster (a new rate of 0.25 of each a second)
balance: it also causes toxin buildup over time
/cl