* station lovin' happened so fast
* Update stationloving.dm
* less qdel memes
* imbue soul signal
* rename imbue soul signal
* dupemode
* henk
* Update atoms_movable.dm
* Update nuclearbomb.dm
* Update nuclearbomb.dm
* HE'S DONE IT
LETS GOOOOOOOOOOOOOOOH
* floyd. floyd. he's the floyd. floyd dude yeah yeah yeah yeah FLOYD
* fireball remarks, the other spells.
* YOU MEAN THE CHAOS FLOYDS
* what is a floyd, but a miserable pile of moodlets
* flflflflfoooaooayoyydd FLOYOYODDD DFFRRURURMPPFF
* FLOYDING LIGHTS LIGHTS LIGHTS LIGHTSSS
* GORGE YOUR MOODLETS, EMBRACE YOUR FLOYD
* no more floydposting, i removed the old spellbooks
* aaaaaaaaaaaaaaaaaaah ALL of the remarks added my fucking god
* 10 days to sunday travis.
* last minute fixes
* 1 fix
* 2 fix
* red fix
* martial granters
* MAMA MIA
Adds spell cards. They're a wizard spell that shoots a burst of 5 semi-accurate homing cards.
Projectiles now have a homing framework, complete with some variant of simulated inaccuracy.
The said wizard spell will make use of a new mob component, that allows that mob to select targets by moving their cursor near them. It will give a visual and lock onto the nearest mob to the cursor, allowing the homing projectiles to target on the locked on mob/object.
Removes colliding variable from projectiles - We never used it after Bump was refactored to Collide.
Images soon when I get the lockon datum-components to work.
* Slime Crossbreeding!
* Shifts a few things around.
* Prismatic extracts!
* Self-sustaining extracts!
* Consuming extracts!
* Recurring extracts!
* Whups!
* Regenerative extracts!
* Stabilized (unfinished)
* More stabilized!
* This took more effort than it should have.
* Industrial extracts!
* Icons!
* Colors the crosses.
* Bugfixes galore!
* Burning extracts!
* Sounds!
* Starts on burning extracts.
* Charged extracts!
* Minor adjustments to the adamantine shield.
* Fixes map! Ready!
* Fixes problem children, changes consuming extracts
* I'm an idiot.
* Fixes playsounds, unnecessary srcs.
* Removes a gross text2path
* Resolves a conflict
* More AnturK fixes.
* Fixes two other things, too.
* Burning black extracts use shapeshifting now.
* Love Potion now mostly RP in use, aligns user factions.
* Iterative discovery of status effects.
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
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.
* Refactors anti-magic into a component
* plenty o stuff, mainly holy and antimagic traits
* fix
* fix2
* moved to components, moved some of the logic to the component
* don't blame me if the code looks copypastey
* right
* Fixes abstract shotgun from Summon Guns list
Fixes#34962.
Looking at the old summon gun list, the comment says this
typepath was supposed to be a Bulldog.
* Removes duplicate bulldog
* Thinning out auto_custom uses.
* Not sure what i was thinking.
* Not sure what happened here.
* Fixes
* Forgot i'm doing this so i can remove this
* C
* Valentine antag datums
* This is what i get for adding it manually.
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* Blessed turfs are visible to people who care about blessed turfs
* A better way
* Adds holy vision
* Compacts special types
* space space space
* Glowing
* Final Solution
* wraith
* bawhoppen has autism and we must hugbox
* Implements feedback
* Antag Panel & Friends Refactor
* Prettfying
* Removes abduction also blob from default configs.
* Ninja fixes
* Ninjafix
* First draft of the new check_antags
* I love coding without compiler
* Yes
* Fixes
* Check_antags part 2
* Fixes and cleanup
* Okay should be good now.
* Adds simple no move & no tc syndie for events
* Integrates toggle objective pr
* Why i even bother.
* Offer mob shows all antags
* Some minor visual stuff
* Proper name for the helper
I've always found grating that xenobiology had access to species they had no business working with, and slime magic can only explain so much. My idea is to separate those species into their respective departments/antags, instead of having them all into a centralized, cheap source.
Androids should be made by robotics through augmentation
Podpeople are a botany feature
Skeletons should be limited to liches or other magic antags
Zombies should stay limited to romerol
Golems are still available in adamantine slimes (and luminescents can morph into golems with them)
Shadowpeople still lack an official place, but luminescents can become shadowpeople with black cores
The basic races are mostly human and lizard, and there are mutation toxins for those in case someone wants their species back after bodyswapping/ling mutation sting/etc.
🆑 coiax
add: If you have the (mis)fortune of late joining a shift where a crazy
wizard has given magical items or firearms to the crew, you will find
yourself also carrying such equipment.
/🆑
- Scrying orb now just grants the XRAY mutation to the first human that
picks it up
- The chance of a "special" magical item is now 1/50, up/down from 0-1
times per summon magic.
- The suppressor option in summon guns has been changed from a stetchkin
plus a silencer, to just a stetchkin with a silencer pre-installed.
- The summon magic/gun tables are now global typelists, rather than a
godforsaken giant switch statement
- Badmins can call the global /proc/give_guns(human) or
/proc/give_magic(human) for all their badmin needs.
- The chance of new players being survivor antags is the last effect
that triggered summon guns/magic (25 for wizard, 10 for summon event).
* Refactors disabilities into lists, allowing for independent disability sources
* defines
* Xhuiiiiissss
* living
* did that
* adjusted for traumas
* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.
* makes antur happy