* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event. (#54191)
* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* replaces a cursed proc in trauma code with a blessed signal (#54208)
code: some cursed snowflake proc call now uses a blessed signal in trauma code
* replaces a cursed proc in trauma code with a blessed signal
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Sign language fixes (#53890)
If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.
If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Sign language fixes
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Fixes a rare interaction between mice by assigning a proper subtype. (#54157)
* Fixes a rare interaction between mice by assigning a proper subtype.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Thick material check fix (#54165)
Thick material checks (like syringes and such) are now applied on a bodypart by bodypart basis, rather than just depending on your suit.
* Thick material check fix
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
* Add stasis beds
* Fix forcefields going away, leading to hull breaches
* Use set instead of list
* Use subtype for forcefield walls
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* changes your cursor to an eye when you are holding shift to indicate you will examine (#54083)
* changes your cursor to an eye when you are holding shift to indicate you will examine
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Merge pull request #53702 from zxaber/kiltborg
[READY] Highlander mode now includes silicons
* [READY] Highlander mode now includes silicons
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Merge pull request #54060 from ATH1909/zoomies
After 2 long years, shades are zoomers again
* After 2 long years, shades are zoomers again
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Fixes up addictions reporting on scanners, and admin full heal (#54056)
* Fixes up addictions reporting on scanners, and admin full heal
Co-authored-by: NightRed <nightred@gmail.com>
* Merge pull request #53937 from Rohesie/damage
Turns simple mob vars into string lists and fixes string assoc lists
* Turns simple mob vars into string lists and fixes string assoc lists
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Scales ethereal power capacity and interactions upwards (#53984)
Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.
Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).
All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).
Also some minor code and grammar improvements.
* Scales ethereal power capacity and interactions upwards
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
* Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.
oh yeah and I renamed the path flower_bud_enemy >flower_bud
* Reimagines Venus Human Traps
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes a runtime with borg tablets when borgs get created. (#53953)
* Fixes a runtime with borg tablets when borgs get created.
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Minor refactor to space dragon code to fix various bugs and issues (#53944)
* Minor refactor to space dragon code to fix various bugs and issues
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Merge pull request #53822 from Mickyan/freefalling
Makes freerunning quirk prevent falling damage from short falls
* Makes freerunning quirk prevent falling damage from short falls
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* Clears up issues moods and alerts on gain of NOBREATH (#53908)
Fixes up the gain of the NOBREATH trait to clear breath related moods and alerts.
Added a godmode fix up for humans also.
* Clears up issues moods and alerts on gain of NOBREATH
Co-authored-by: NightRed <nightred@gmail.com>
* Buffs Gravitokinetic Stands a bit (#53884)
Gravitokinetic stands now give their user an immunity to their own gravity, and cannot apply it to their user.
Gravitokinetic stands now send out heavier gravity. Gravity applied to turfs will now damage lightly, gravity applied to people will damage twice as fast.
* Buffs Gravitokinetic Stands a bit
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655)
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Fix two issues relating to stating laws (#53827)
Issue 1: When your laws change in the middle of stating laws, things can get weird due to this being a proc that sleeps and may end stating early or some other undesired behaviour.
Issue 2: Issue's 1 behaviour can also runtime.
This caches all relevant vars when a law state starts so that it can continue uninterrupted and as expected.
This seemed the simplest solution and was a concept suggested by a couple of other maintainers. My implementation may be utterly terrible though, so please review.
* Fix two issues relating to stating laws
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix verbs tab not getting updated in certain instances (#53876)
There are a number of methods of assuming direct control of mobs or giving other players direct control. I have made sure these now appropriately update verbs.
Shamelessly ripped the functionality from /mob/dead/observer/verb/reenter_corpse() - It seemed to do what I wanted to accomplish in the same context.
I couldn't find any other method to refresh the verbs tab.
* Fix verbs tab not getting updated in certain instances
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Show a message when you are unable to succumb (#53753)
Show a message when you are unable to succumb.
This way you know why the command failed.
* Show a message when you are unable to succumb
Co-authored-by: NightRed <nightred@gmail.com>
* Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
* Fully removes devil and affiliated shitcode
* weh
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Merge pull request #53855 from imsxz/twaticus
About The Pull Request
i made a PR just like this like a year or 2 ago and it got closed under dubious circumstances, especially since it had more upvotes than downvotes. this is a feature that the community wants. it is a 5 line change PR, not much to note on it, very simple.
Why It's Good For The Game
/tg/ is lacking in roleplay tailored mechanics and instead relies on the good graces of the players to interact politely with each other.
Changelog
🆑 imsxz
add: you can now pat carbon mobs on the head.
/🆑
* adds headpatting
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* Flower Buds now have a countdown for ghosts for when they're going to hatch (#53648)
They're two minute timers with no indication, which makes kudzu kinda annoying to spectate.
* Flower Buds now have a countdown for ghosts for when they're going to hatch
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>