* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions (#66788)
it will make a whole lot more sense when you look at the trait and see what it does, instead of assuming what it does based on its very clear name
* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions
* Update cocaine.dm
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)
* fex
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
* Contextual screentips -- Screentips now show you what items/objects can do
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes notice text resulting from someone batoning a cyborg (#64501)
* Fixes notice text resulting from someone batoning a cyborg
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
* Boomerang behavior is now defined as a component. (#63949)
Fully refactors boomerang behavior to work as a component, so that a thrown boomerang will return back to it's thrower if within range. More than anything this modularizes the behavior for the backend,
* Boomerang behavior is now defined as a component.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Stun Batong now turns off/on constantly for short time after emp (#62943)
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
* Stun Batong now turns off/on constantly for short time after emp
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
* Gets Rid Of An Errant Space From The Baton Knockdown Message (#62865)
* Gets Rid Of An Errant Space From The Baton Knockdown Message
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)
Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.
There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:
* Makes the American sausage a sausage subtype & Advanced roasting stick fixes
* fixes
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Fixes stun-harmbatong. (#61418)
Title. I have been told the refactor broke stun'n'harm batoning for stunbatons so I'm fixing it.
* Fixes stun-harmbatonging
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)
Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Now that batongs have been debatonged it's time to rebatong the new batong
* aaa
* aaaaaaaaaaa
* Update packs.dm
* RMOV BANTONG
* Update peacekeeper_baton.dm
* Update peacekeeper_baton.dm
* Update peacekeeper_items.dmi
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>