* -Replaces alien brain necropolis chest loot with new artifact
-Adds new artifact to necropolis chests loot, the Rod of Asclepius
-Adds corresponding status effect and defines
* Update necropolis_chests.dm
fixed spelling
* Spelling FIx
*disperses
* Fixed spelling, lowered the boost to the owner, added oxy heals, and refactored some of the code
* Adds some form of sprites (Still subject to change)
* Adds new sprites, fixes slime people taking toxin damage, and adds the rod to list of snake phobia objects.
* Nerfed clone healing and simple animal healing, fixed healing while dead as well as added a death event, tweaked the sprites, and cleaned up some code.
* Fixed grammar and cleaned up some code.
* Further cleaned up code because Cobby is mean.
* FURTHER cleaned up code
p.s. please send help, Cobby is holding me hostage
* Adds allowing display cases to pick from a random list
Keeps compatibility with older maps and moves trophy/plaque message to all display cases
* A bit more legible
* Refactors statues tool interaction code
* Don't override it already exists
* done
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* Implement antagonist reputation system
* Cleanup
* Quadruple point values, maybe a bit underwhelming before
* Simple feedback changes. Waiting on input on a couple questions for the other requests.
* * Comment out unnecessary variable
* Half of the requested changes (testing in game pending, standby)
* Last set of changes. This should be finished now.
* Remove line causing a warning to fix Travis build
* updates sqladmins with excluded flags and tempminning
* rank, editing and permission protections; json backup
* fixes
* reverted the wrong file
* fix slidecolor cascading and disabled switches not being sent in form
* removes debug uncommenting
* whoops this too
* commas fix + versions for changelog entry headers since 3.0
* actually account for can_edit_flags and use of @ with - or *
* fixes and rearrangement of admin > localhost > autoadmin precedence
* in case you want to not have autologin autoadmins
* adds a tinfoil hat to protect you from government conspiracies and aliens
* qutoes ples
* In the sheets of my sterilized room
In your comfy bed, air-conditioned car
There are vapors and toxins to get you all
In the water you drink, in the air that you breath
In the soil under your shoe
* conspiracy phobia, nodrop on hat once equipped, also CONTRAST
* a single comma
* cyberboss changes
* |=
* central typo fix
* Ports Barometers from Yogstation
* Ports Barometers from Yogstation
* Added missing barometer_predictable bools
* Gives the atmos analyzer love instead of a new item.
* Moves playsound under cooldown to prevent soundspam.
[Changelogs]: Adds four five several new phobias to the ones you might receive, careful, you don't want to be a cultist afraid of your own God now, do you?
cl
add: Nanotrasen psychologists have identified new phobias emerging amongst the workforce. Nanotrasen's surgeon general advises all personnel to just buck up and deal with it.
/cl
[why]: Because I think it would be fun and makes traumas more... Traumatising?
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
* Announced messages while drunk will be slurred
* Minor announcements, too!
* Update requests_console.dm
* Update communications.dm
* Fixup.
* Update requests_console.dm
* Refactors shuttles to be loaded in, rather than be on the station maps
- Shuttles are now loaded in by the shuttle subsystem.
You configure what shuttles are loaded in via
`/obj/configuration/shuttle_load` objects.
* Box arrivals shuttle is now imported from template
* Moves things out of the #ifdef
* Box emergency shuttle is now imported
* Box emergency shuttle is now templated
* Box ferry and whiteship now load from template
* More shuttles on Box done
* Apart from the pods, Box is now completely templated
* Delta now has all non-awkward shuttles loaded in
And Centcom..
* Removes no ops turfs, more error messages
* Fixes slightly chopped off external wall
* Massaging more shuttles into working correctly
* Debug messages are king
* Delta cargo shuttle now docks again
* First pass of Metastation shuttles
* Omegastation first pass
* Metastation now has its own shuttle
* Did most shuttles on Pubby
* Turns out Pubby arrival shuttle is slightly smaller than Box arrival
* Whoops, missed a stationary port
* TGMified the pubby arrival shuttle
* First pass, box is working
* All stations now have roundstart_template and no configuration objects
* Removes roundstart_move
* Why do we even have these unused keys
* Remove unused coded vars
* removes some excessive safety checks
* Missed some Centcom cargo dock stuff
* Got it working again
* That thing that Cyberboss wanted
* Noop turfs the shuttle templates
* And template noop for the area
* Attempts to assuage travis
* Warning!
* Please love me, Travis
* RIP Remie
* actual phobia created
* (LAST ATTEMPT) Adds Snakes
🆑 Togopal
add: Snakes! They hunt vermin on the station!
add: They can be purchased in cargo.
/🆑
Mice can be a problem in late round random events, and I figured releasing a bunch of snakes in maintenance would be a more long-term solution than constantly running around with a crowbar when you hear them.
Now with updated sprites!
(I apologize heavily for uploading this three times. I was unaware I was using an older fork, as this was my first attempt at modifying the code.)
* curator gets trauma! and fixes to snek trauma
* fixes the travis error
silly frog
* Reduces the cost of a normal snake crate in Cargo. Adds retaliation to snakes upon being attacked, removes venom from regular snakes.
I A
* quick fix
* quick fix 2
* fixes the cargo contains = list
* go away TRAVIS
* changes the name of the snake cargo crate of regular snakes to avoid confusion
* Updates how some snake mechanics works
Makes them actually retaliate, code is still sort of buggy though
* Some orange fixes
* Fix snakes on this motherfucking plane
* The thing oranges said