🆑
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
* 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?
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
* 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
* adds Transcendent Olfaction to genetics
codersprite by me
* fixes
made messages work, added a new message
removed duplicate icon
* uses disgust instead of oxy damage
* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.
* makes it compile
* Adds cryokinesis and renames the cold resistence file to space adaptation
* adds cryokinesis
* fixes icon conflict
is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?
* fixes a typo and lowers instability of cryokines by 5
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* maybe reverts line ending?
* unfucks flags?
* probably unfucks line endings
i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
* Update wallets.dm
* Update pockets.dm
* Apply suggestions from code review
For when people forget how sister code works
Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
* legion cores remove CC
* legion -> regenerative
* lore
* Icons
fixes last reference to legion core in status
* Automatic creation of classes is possibly the worst feature of all time
* Moves remove_CC
* Review changes
* adds station positions global list
* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department
* missed comma
* embarassing
* Update code/modules/antagonists/creep/creep.dm
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* parentheses
* shiver me timbers
* Hey, great work Mac! Now let's take down the next circuit!
* a plethora of fixes
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
* makes a new proc so that NOBREATH may be added upon reaching stage 4 in the self respiration trait
* updates stage when it should
* now uses trait system correctly and removes unnecesary code
* update_stage no lonnger takes src as a parameter
* change_stage has been renamed on_stage_change
* Update code/datums/diseases/advance/advance.dm
Co-Authored-By: granpawalton <36310010+granpawalton@users.noreply.github.com>
* end now checks to see if self respiration is on a stage with the trait
* oxygen on_stage_change now returns true or false
fixes#42361closes#42363
i changed the moodlet instead of where the wuv proc is, so it should pick the initial name of the dog and say something like "pugs are so adorable! i can't stop petting them!" but for all kinds of dogs
the only thing is that this name doesn't change if you pet a pug and then a corgi because they are classified as the same buff, i could make the name of the buff the same as the mob you are petting so you could stack happiness but that would be a balance change, imagine how happy you could get locked in a room with every kind of dog in the game
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
🆑 coiax
tweak: Observers are able to see family heirloom messages when examining
objects.
/🆑
I mean, it bugged me the once time that I suspected a random object was
an heirloom, but had to use VV to check.
* Wearing freshly washed clothes makes you feel better
🆑 coiax
add: Wearing a jumpsuit that's been washed in a washing machine
will give you a positive moodlet.
/🆑
In addition, cleaned up the washing machine code so there no longer
needs to be a "has_corgi" var.
* Laundry is only clean for 5 minutes
🆑 coiax
add: Players with the Spiritual quirk now spawn with a pack of candles
and a box of matches, for better communion with their chosen power, and
get a mood boost while near a holy person (generally the chaplain).
/🆑
Makes Spiritual not just a quirk that literally requires admin
approval to pay off. Have some free candles, talk to the chaplain to
cheer up, and maybe you'll be able to gang together to convince the gods
to give you an angry bloodcrawling duck.
🆑 coiax
tweak: The creep trauma/antagonist is no longer gained via brain damage.
/🆑
Stops self-antaging from repeated brain damage/healing, and also just
generally leaves it only assigned via the event or admins.
* Combatgovesplus 1
* Combatglovesplus 2
* Combatglovesplus 3
* Combatglovesplus 4
* Combatglovesplus 5
* Combatglovesplus 6
* i have good england grammar I swaer
* fixed a slight english fucky wucky
* Allright done coiax
* I am probably retarded coiax not gonna lie
* you got me convinced GuyonBroadway
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl
There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.
One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:
A random creepy objective. It could be taking a photo with them in it, hugging them, etc
After your are done with your objectives, kill them. you can't complete the objectives when they are dead!
Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.
This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
🆑 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/🆑
- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl
This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever
This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.
also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
cl coiax
add: Uplink pens now require two seperate rotations to unlock. This also
applies to failsafe codes.
/cl
With only 359 combinations on an uplink pen, it's crackable given a
small amount of time. With two, it's now 92,981 combinations, which
is more secure than PDA uplink codes (899 * 26 = 23,374).