* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding (#67687)
Cursed Duffelbag is less picky, now. Instead of snowflaking for only burnt food, it will take any item with /toxin reagents within it.
/badfood (in burnt recipes) are considered toxins, so it still works.
The damage from the duffelbag now has a wounding penalty.
A negative penalty to wounding, but no penalty to bare wounding.
If the attached mob is dead, it now deals significantly less damage, and doesn't heal the dufflebag.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
dropdel causes items to be qdeleted before the drop signal is sent so it never uncursed the mob.
Why It's Good For The Game
Cursed Duffelbag is less picky now.
Burnt food is surprisingly a little less common now-a-days, due to food changes / decomposition / etc.
This led to it being much easier to literally acid the dufflebag off instead of engage with it's mechanic, which is pretty lame.
By allowing any toxin type to be used, it greatly opens up more options to get it removed.
The damage from the duffelbag now has a wounding penalty.
Dufflebag's damage had no wounding modifier, meaning it was surefire guaranteed to break your ribs, which was incredibly debilitating.
Now, it can still break your ribs if you have very little chest protection, but it's much much less likely if you're wearing equipment.
If the attached mob is dead, it now deals significantly less damage.
Makes it a bit easier to treat people who are afflicted with a dufflebag. Reviving people with a cursed dufflebag would constantly result in them being damaged greatly beyond the defib threshold. Just annoying.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Mostly QoL. Some people would be confused why someone's being damaged from seemingly nowhere.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
Bugfeex. Sue me.
* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes infiltrator toolbox not fitting all suit parts (#67793)
Fixes#67770
People buying the infiltrator kit couldn't put all the suit parts back into the case after taking them out
* Fixes infiltrator toolbox not fitting all suit parts
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Allows regal rats to heal by eating all types of cheese (#67680)
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Allows regal rats to heal by eating all types of cheese
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* 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>
* Small player-facing text improvements (2 pill bottles, 1 recycler note) (#67452)
Nothing special, honestly - exactly what it sounds like.
Two grammar fixes to pill bottles (missing spaces).
A little grammar tuning on a note I'm pretty sure literally nobody ever reads, at any point, ever.
Just words fixes now but we might as well get them while we're here
* Small player-facing text improvements (2 pill bottles, 1 recycler note)
Co-authored-by: Pandarsenic <101627558+Pandarsenic@users.noreply.github.com>
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one
A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Head of Personnel Resprite & New HoP Coat (#67286)
add: Brand new HoP coat!
imageadd: New sprites for HoP's uniform, skirt, cap, and the ID Painter.
* Head of Personnel Resprite & New HoP Coat
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
* Belts are now Bulky and do not fit in bags. (#66927)
* Belts are bulky and therefore do not fit in bags, solely the belt slot.
* Belts are now Bulky and do not fit in bags.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Scrubber Clog Random Event Spiritual Successor -- New janitor content! (#67023)
Adds a brand new random event as a spiritual successor to the long-lost scrubber overflow event! Scrubbers (that is, a single one on the station) may now randomly become clogged with mobs, and after an alert, will begin pumping out mobs at a steady rate. The infestation can be fixed by either welding the scrubber shut and waiting for the infestation to clear, or you can use a plunger on the scrubber to clear it manually.
* Scrubber Clog Random Event Spiritual Successor -- New janitor content!
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Advanced tools are medium sized, toolboxes can carry medium sized items. (#66900)
* Advanced tools are medium sized now.
* Moves `w_class` 1 line down
* Moves `w_class` MORE DOWN
* Syndie Jaw pocket edition.
* Toolboxes can carry medium items, pocket syndie jaw in desc.
* Advanced tools are medium sized, toolboxes can carry medium sized items.
* fix APT
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactor and improve antimagic to be more robust (#64124)
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* Refactor and improve antimagic to be more robust
* Update tiedshoes.dm
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* begone, vile palette (redo red scrubs)
* begone, sprite issues! (redo one of the sec-sunglasses)
* begone, unused sprites/items!
* (same as last)
* makes more sense
* no more skirts
* no longer needed
* re-does the security vendor overrides better
* adds old alts of sec gear (for admims/mappers)
* emissives fun!!
* secmed gives me aneurisms
* digi-tize
* commits the cardinal sin
* also fix some palettes while im here
* these are broken anyways
* oops
* Revert "these are broken anyways"
This reverts commit 4941f14b3141e7e78cae1a88908d40a597c3af9d.
* missing icons + reskin fix + adjust fix + blue cap variant
* reskin woes
* i hate medic
* begone, redsec
* iconsss
* Apply suggestions from code review that I did so I can see my changes better
* icon fixes
* removes redundant HoS Formal Suits
* i hate maps
* sec medic kiiinda better
* fix eror
* tgu===
* conflict fix 2
* woo woo woo fix3
* what a silly funny little typo
* red to redsec, easy to search
* fuck you CDO
* i need to stop trying to sprite
* goodbye redsec vendors!!
* one spray of red-away
* bye red! (sprites nyi so not bye yet)
* conflict fix
* few more redsec killings
* what do i even say about this its literally peter griffin
* bye red bye red bye red
* Apply suggestions from code review
* repair icons
* Apply suggestions from code review
* i forgor
* Belt sprites for the syndie screwdriver and alien tools (#65400)
* update
* makes the alien toolbelt use the sprites
* Revert "makes the alien toolbelt use the sprites"
This reverts commit caea9f52741e4f1553f3b3812336b3a4a235b6aa.
* Revert "Revert "makes the alien toolbelt use the sprites""
This reverts commit c60276e7aac93169a036bfe0bc42fb9c736d1d99.
* please check gods
* check pass?
* forgot that
* tabs
* Belt sprites for the syndie screwdriver and alien tools
Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
* Resprites the Chief Medical Officer (#65161)
imageadd: overhauling the visual aesthetic of the Chief Medical Officer
* Resprites the Chief Medical Officer
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
* Adds some contextual screentips to botany related things (#64954)
* Adds some contextual screentips to botany related things
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module (#64934)
Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module
Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it).
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module
Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com>
* Adds a sprite for rubbershot and the rubbershot box (#64562)
Gives rubbershot and rubbershot boxes a new sprite to differentiate them from beanbags.
* Adds a sprite for rubbershot and the rubbershot box
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>