Commit Graph

10794 Commits

Author SHA1 Message Date
Qustinnus 06171c1a79 Fix hygiene runtimes, lighten sprite (#42404)
Hygiene sprite is a bit more transparent.
2019-01-18 14:22:09 -08:00
kevinz000 7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
coiax c3e948495b Fixes not being able to insert objects into closets, and being unable to throw (#42407)
cl coiax
fix: Objects and items can now be inserted into closets, like before.
fix: Fixes a bug which prevented carbons from throwing items.
/cl

Essentially, the original way the insert() proc was structured, I
overlooked an else-if chain that was skipped if something was an item,
because I thought it only existed to type-check the item to access its
flags.

These are the changed lines from the NODROP PR. https://github.com/tgstation/tgstation/pull/42109/files#diff-2b130b854bf2e2a5e76320246520eea4L171

closes #42109
2019-01-19 11:12:31 +13:00
tralezab a89c5aee03 [READY] petting all dogs makes you happy, petting cats now makes you happy #freepugs (#42373)
fixes #42361
closes #42363

i changed the moodlet instead of where the wuv proc is, so it should pick the initial name of the dog and say something like "pugs are so adorable! i can't stop petting them!" but for all kinds of dogs

the only thing is that this name doesn't change if you pet a pug and then a corgi because they are classified as the same buff, i could make the name of the buff the same as the mob you are petting so you could stack happiness but that would be a balance change, imagine how happy you could get locked in a room with every kind of dog in the game
2019-01-19 00:13:04 +13:00
4dplanner 7c1445dbf2 Hierophant burst is async (#42290)
I noticed that I had 4 hierophant kills logged on the stats hub, which is off
by about an order of magnitude. What happens is that on death hierophant
releases an expanding square, which you're meant to run from - this puts you
out of range for the medal.
2019-01-18 01:43:34 -08:00
coiax 881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Qustinnus e1d360ff05 [ready] Golem DLC pass 2018 (Adds new golem types) (#41951)
* Bronze golem

* adds creation

ad

* removes shit adds shit

* temp

* fff

* bone, leather and cardboard

* fff

* boneyard

* temp

* ahahahha dumb moron

* adds durathread golem sprites

* reee

* ass

* Auto stash before merge of "golemgang" and "origin/golemgang"

* fix

* uuh

* d

doned

* remove dupe
2019-01-16 13:42:20 -05:00
coiax dd22f63ca8 Fix communication disorder plus mutadone causing chat spam (#42340) 2019-01-15 17:18:22 -08:00
bgobandit aeb603cb40 Clicking the health doll lets you examine yourself for injuries (#42357) 2019-01-15 17:12:29 -05:00
bgobandit 4466609c9e Resisting out of bucklecuffs takes an amount of time dependent on cuffs used. (#42344)
* Resisting out of bucklecuffing will now take different amounts of time based on the cuffs used.

* removes stray reference to "one minute"

* makes cobby's change
2019-01-15 12:11:32 -05:00
Time-Green 6295991056 fixes mutations instantly activating on species change 2019-01-12 18:24:05 +01:00
oranges 8aa9a2a64a Merge pull request #42312 from Qustinnus/quickfix
initial hygiene tweaks
2019-01-12 10:41:44 +13:00
Qustinnus 31c19654e0 reworks emote sound code & adds screaming (Which only works if the code forces it. *scream wont make a sound) (#42216)
* done

* adds moth scream

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* 1

* fixed

* fixed

* wew
2019-01-11 13:43:03 -05:00
coiax 73df5f541d Fixed slaughter demon exit speed boost (#42236)
🆑 coiax
fix: Fixed slaughter demons not getting a speed boost when exiting a
pool of blood. Fixed slaughter demon giblets not being visible.
/🆑

- Also switches some spawn() to timers, and got rid of a var on
slaughter demon previously tracking speed boosting.
2019-01-11 18:15:12 +13:00
Whoneedspacee c913364e54 [READY] Ash Drake bug fixes and edits (#42251)
cl Joe Berry
add: Mass fire attack, sends fire out from the ash drake in all directions
add: Adds an enraged attack for ash drake, heals him as well as making him glow and go faster, spawning massive amounts of fire in all directions
del: Removes the old triple swoop with lava pools attack
tweak: Lava pools can now spawn with the normal fire breath attack sometimes
tweak: Lava pools now have changed delays for lesser amounts so they don't all just place around one area
tweak: Increases default swoop delay for #41178
balance: Teleporting out of the lava arena now has some actual consequences by enraging the ash drake
fix: Makes lava arena a bit less laggy by not recalculating range_turfs every time
fix: Fixes #41887 though this will not change the turfs to basalt temporarily to prevent moving through indestructible walls
fix: Fire lines would not spawn if their range would place their final turf location outside of the map
fix: The arena attack will no longer destroy indestructible open turfs
/cl

[why]: Just some bug fixes and prevents some cheese weirdness when people teleport out of the lava arena. The lava arena attack would continue going even when there was nobody in the arena. Also increasing the delays on the swoop attacks makes it feel less like it's chaining attacks like lava arena over and over. The triple swoop with lava pools was tedious as best and I think this attack is more massively threatening for a second phase attack.
2019-01-11 18:14:08 +13:00
Unknown 145ac716cb done 2019-01-10 22:45:21 +01:00
Jordan Brown 8964783c7c Merge pull request #42169 from optimumtact/speciesgenesfail
Code no longer runtimes on species change for mobs
2019-01-10 13:39:29 -05:00
oranges 5b792193b8 Code no longer runtimes on species change for mobs
on species change was removing the inert mutation (from the mutation
index and mutation list) before trying to find it in that same list and
checking the index.

Instead we get the index first and then remove it
2019-01-09 21:49:06 +00:00
Jordan Brown cd4b123a3a Removes html from medibot emergency declaration (#42266) 2019-01-09 14:02:43 -05:00
coiax 00b53b276a Improves quality of flavoured cigarettes (#42181)
* Improves quality of flavoured cigarettes

* Menthol cigs taste equally of smoke and mint while still buffing
2019-01-09 14:00:54 -05:00
Jordan Brown d37f093cd4 Merge pull request #42277 from coiax/dead-dont-sweat
Dead people do not suffer hygiene problems, as they are busy decomposing
2019-01-09 11:06:01 -05:00
Jordan Brown 5da26c6821 Merge pull request #42149 from FrostyFridge/selfsurgery
Allows mechanical organ manipulation to be performed on your own augmented body parts
2019-01-08 16:12:31 -05:00
Jack Edge fdb817dcc5 Dead people do not suffer hygiene problems, as they are busy decomposing
🆑 coiax
tweak: Dead bodies do not slowly have their hygiene decrease, as dead
bodies just smell generally because of the decomposition.
/🆑

We already have dead bodies rotting miasma, they don't need green stink
clouds as well.
2019-01-08 11:21:57 +00:00
Jack Edge fb68cf3ad3 Podpeople are always clean
🆑 coiax
add: Podpeople have the species trait of always being clean, so do not
need to worry about regular showering. Because they're plants.
/🆑

Someone suggested this, and maybe this makes sense for podpeople? They
should shower because they're thirsty, not because they smell.
2019-01-07 18:55:39 +00:00
subject217 edf1c210f1 removes the speedmod var from plasmamen (#42245)
inherited value is fine thanks
2019-01-07 09:56:24 -05:00
Jordie b62359843d Merge pull request #42247 from granpawalton/fix/NOLIVER-not-handling-regeants
Xenos now have a liver and process reagents
2019-01-07 21:00:53 +11:00
kevinz000 a7e974f9d3 [READY]Ports yet another SDQL2 upgrade, refactors SDQL2 to a datum, adds SDQL2 options/more features (#42008)
Thanks to PJB3005
cl
experimental: SDQL2 has been refactored to a datum!
rscadd: A new SDQL2 panel has been added to admin tabs, for tracking, VVing, and halting SDQL2 queries.
rscadd: SDQL2 documentation is now available in SDQL_2.dm
rscadd: SDQL2 now has MAP added. MAP will cause the query to execute on whatever is specified in MAP, whether it's a variable or a procedure call (which will grab the return results), etc etc.
rscadd: SDQL2 now has a superuser mode, for uses outside of admin button pressing. This causes it to operate without admin protection wrapping.
rscadd: SDQL2 now supports options, including ignoring nulls in select or forcing it to operate in high priority mode, which lets it use 95% of the tick instead of obeying the Master Controller's tick limit. USE WITH CAUTION. Also includes a mode for blocking proccalls
rscadd: SDQL2 now supports TRUE/FALSE.
rscadd: To use options, append OPTIONS to the query. Available are "PRIORITY" = HIGH/NORMAL, "SELECT" = FORCE_NULLS/DISABLE or 0/FALSE, "PROCCALL" = ASYNC/BLOCKING.
/cl

Also displaytimetext is refactored.
2019-01-07 20:03:41 +13:00
YoYoBatty a0e336e682 Check plumbing verb upgrade + t-ray view verb (#42218)
cl YoYoBatty
add: Added a ghost verb that lets you t-ray view underfloor objects
admin: Checking plumbing verb checks every atmospheric component instead of just pipes
code: Check plumbing verb is less snowflakey
/cl
2019-01-07 19:45:48 +13:00
tralezab 240cb31e12 [READY] New Side Antagonist: The Creep! (#42021)
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl

There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.

One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:

    A random creepy objective. It could be taking a photo with them in it, hugging them, etc
    After your are done with your objectives, kill them. you can't complete the objectives when they are dead!

Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
2019-01-07 19:18:35 +13:00
oranges e7393d7d2d Merge pull request #42205 from 81Denton/ghost-sounds
Reduces sound volume for some ghost notifications
2019-01-06 21:40:40 +13:00
granpawalton f686f43a9c definitely not xenos but our original black aliens now have a liver to process reagents 2019-01-06 02:35:55 -06:00
Tad Hardesty 3b2c0e27f7 Scope various unscoped locate() calls (#42195)
* Scope locate calls which are immediately checked against a list

* Remove silly use of locate from bible Topic

* Scope various locate calls (needs testing)

* More WIP

* Buff up lightswitches while we're here

* Tidy record browsing code

* Scope a few more locates

These have caused problems in the past (#41917, #39303). Continues #29349.

Also cleans up lightswitch code while I was already touching it.

I recommend a testmerge.
2019-01-06 20:39:27 +13:00
nicbn c4213f13ab New() -> Initialize() (#41876) 2019-01-03 18:56:15 -08:00
Denton 24c71eb7a7 Reduces sound volume for some ghost notifications 2019-01-03 10:49:41 +01:00
0d0be32b607ee4ecbc2358f3dd4a27de 00762e4851 [I GUESS THIS MIGHT BE TESTMERGED? I DUNNO] return of the ling action buttons (#41928)
cl 0d0be32, PKPenguin321, Armhulen, epochayur
refactor: Changeling powers are now action buttons rather than verbs.
imageadd: Thanks to epochayur for creating and compiling sprites for every single changeling action button!
imageadd: Thanks to Armhulen for the changeling button background sprite!
/cl

original pr #35394

the two main bugs i saw are fixed. reviving works, monkeyform/humanform works

fixes #41899
2019-01-03 11:33:18 +13:00
4dplanner 9e962ff5b7 Transparent protection for clothing [READY] (#42075)
* Transparent_protection

* No longer protects captain mask

webedit?

* Use NONE
2019-01-02 15:23:10 -05:00
kevinz000 620195fe22 Fix extraneous naked human icon appearing below all humans (#42155)
How this is happening (to my knowledge) is this:

Although 81Denton was fixing a broken icon_state what he failed to realize
(I'm not the only one who doesn't test okay?) is that we use overlays to render
all parts of a human, rather than a single sprite. Hell the sprite it was
changed to doesn't even have directionals. That sprite was displayed instead of
the usually "broken" non-existing icon (it didn't exist because we never used
it due to the fact we render every part of a human including bodyparts with
overlays instead of a base icon, after dismemberment I believe?) Yeah. This
fixes that by nulling the icon_state so it's humans are invisible by default
before their overlays are applied (which is the behavior before Denton's PR).
2019-01-02 12:11:02 -08:00
Jack Edge a8ed0da296 After a curse of madness has been triggered, even latejoiners are affected
🆑 coiax
tweak: After a Curse of Madness has ravaged the mind of the station,
the lingering magics also affect anyone arriving to the station late.
/🆑

Why? People joining late get summoned guns, and summoned magic, they should
get summoned madness as well. Why should they miss out on the "fun"?
2019-01-01 23:44:31 +00:00
Qustinnus 0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
FrostyFridge cf23448847 adds a self surgery flag, adds it to mechanical organ manip 2018-12-30 21:45:14 -08:00
oranges 210887109b Merge pull request #42122 from tgstation/MrStonedOne-webscale
Makes the ballmer peak webscale
2018-12-31 11:43:39 +13:00
81Denton a447d08607 Fix missing human icon (#42116)
`caucasian_m` doesn't exist inside human.dmi, which made all default humans show 
up as an error icon in Dream Maker. I added a basic human icon to that file.
2018-12-30 13:09:22 -08:00
kevinz000 620db42963 Refactors the Preferences window to use appearances (#41978)
Instead of using expensive getFlatIcon() calls, character previews are now shown using appearance clones in a second map window.

Its creating a secondary map and adding mut_appearances as screen objs on that map.

There are 1 set of dummy objects per client, it also only creates them while the preview window is open and garbage collects them when it's closed.

Because it creates the MA from the main preview dummy mob, the dummy mob's appearance remains a seperate object and they don't affect each other
2018-12-30 00:11:26 +13:00
Kyle Spier-Swenson 36eb885aed Makes the ballmer peak webscale
https://www.youtube.com/watch?v=b2F-DItXtZs
2018-12-29 00:28:16 -08:00
81Denton 9cc2096ea1 Add netherworld portal interaction for zombies and skeletons (#42082) 2018-12-27 12:35:50 -08:00
oranges 6907ac6775 Merge pull request #41993 from Carbonhell/catshills
Add system for disabling creation of new felinid characters
2018-12-27 09:45:02 +13:00
Jordan Brown 4b2ab4a8a4 Merge pull request #42046 from AutomaticFrenzy/patch/event-orbits
Fix orbit links on events
2018-12-23 15:41:03 -05:00
coiax 9f3e9a6960 Trauma bug fixes, stalking phantom balance (#42020)
* Traumas are copied when a person is cloned

🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑

If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?

Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.

* Suggested changes

* Removes cloning traumas

* No more cloning traumas
2018-12-23 16:52:47 +11:00
Whoneedspacee 2e2228b369 [READY]Bubblegum Buffs (#41778)
* reverts to bubblegum before kor's previous changes since it has been so widely disliked i'd rather work with a more liked version

changes how the charge function works but still has the same result, also decereases the delay between subsequent charges slightly

* bubblegum now has a greater base speed

the charging var now represents a target rather than a boolean

bubblegums speed is no longer based on his anger modifier

new attack, blood ball, replaces blood spray, bubblegum throws out balls of blood at the target which create blood in a 3x3 area around the landing zone and deal damage

the way charges work has been totally revamped, no longer uses any method of throwing to fix a couple things, this fixes bubblegum infinitely charging through space, and also makes bubblegum continuing to charge even after hitting living targets possible

uses moved function for checking for successful movement rather than checking if move() returned true or not

blood warping and diving now increases the speed of bubblegum like slaughter demons, blood warp is also unable to be procced while bubblegum is in this increased speed state

* bubblegums blood ball attack is now apart of the main attacking function

the blood ball attack now has a 25% chance to be used if bubblegum didn't blood warp

the blood ball attack now shoots more balls depending on the anger modifier of bubblegum

slight increase to charge windups

removes useless recovery time setting for charges

sets bubblegum move speed increase back to move_to_delay instead of speed

blood ball is now a projectile for easier movement smoothing and existing functionalities

adds a target for blood balls ending position

* removes blood ball attack, didn't really fit thematically with the melee boss idea and was kind of lame

increases bubblegum vision range for targets and aggro vision range for attacking enemies

gives bubblegum rapid melee which lets him check for melee hits every 0.25 seconds, melee attacks still have a cooldown of 20 deciseconds though so this just gives him higher priority checking for hits, aka prevents standing next to bubblegum for 19 deciseconds and not being hit in some cases (blood warp)

charge no longer moves mobs that are hit since it was visually confusing especially in rapid succession

* bubblegums base move speed has been increased

bubblegums enrage speed is now double his base move spee

bubblegum now checks for melee hits every 1/8 of a second

bubblegums enrage is now handled by a time var

adds new ground slam attack, blows back enemies caught in the blast and does decent damage with a small stun

fixes bug where move_to_delay changes didn't happen until the change was checked next, added a function to handle these changes so they apply instantaneously

bubblegum now has immunity to weaker explosions

bubblegum is now immune to projectiles in his enraged state

charge stun has been changed to a paralyze to make the trampling much clearer as the mob will fall to the floor

increases blood warp pool range and makes it only proc on pools further away

re-adds blood spray as an attack

* ground slam is now just a function of bubblegums movement while enraged

slaughterlings have been added back as a main attack

bubblegums charge's target is now 2 turf distance past its targeted player so slammage can be fully utilized

enraged charges are slower because of their aoe and bubblegum having to slam down but normal charges are now faster as a result

adds recovery time for charges

turns down the paralyze times since they were basically a death sentence with no way out

blood warping now has a proper cooldown based on the last enraged time

blood warping now has a built in delay after the warp so you don't instantly get meleed

blood enrage now has an actually variable to handle the enrage timer

blood spray now has a constant range of 25 tiles

blood spray moves slower again

* rapid melee now procs every 1/4 second instead of every 1/8

bubblegum now retreats from you when he is not manually moved towards you, which is charging at the moment

bubblegum now only does direct charge damage when he isn't enraged with the ground slamming around him

charge speed is much faster around the board and enraged charges are faster again

the recovery time from charges is 1 second instead of 2 seconds now

you no longer get shorty paralyzed from ground slams or being hit by the charge (since it pretty much meant you would never get your weapons or things in your hand back)

actually figures out how throwing speed works and increases it instead of decreasing it like movement delay

fixes a bug so now living mobs in the process of being thrown cannot be hit by ground slam anymore (so ground slam wont hit you 30 times before you get thrown away)

* adds "hallucination" bubblegums, come for one attack then disappear but act as normal bubblegums for that time period

replaces slaughterlings attack with hallucination charges

bubblegum now only takes explosion damage of light severity (so you're gonna have to chuck a lot more bombs to cheese him)

bubblegum no longer plays his normal footstep sound while enraged, so you can actually hear the ground slam sounds

fixes a bug where charge could be attempted without a target

increases the volume on ground slams sound effect

removes the delay before moving on blood warping since bubblegum naturally moves away anyways and won't instant melee you anymore

* renames hallucination charge adding an around to the end in anticipation of more similar attack types

changes bubblegums initialize making only one spawnable to only work for its exact type

bubblegums charge now has a delay var for the windup on the charge

increases the delay of hallcuination charge's wind up

decreases the distance of the hallucinations so you can actually see them when there's more directions

* removes bubblegums retreating movement

increases probability of hallucination attacks

hallucinations can now move through bubblegum

bubblegum now starts moving right after charges end

fixes hallucination charge bugs where not all hallucinations had equal charge priority and would sometimes end up in different locations

turns off hallucination AI since it does nothing

hallucinations can no longer blood attack

* re-adds retreat distance and minimum distance to bubblegum.dm

bubblegums retreat distance and minimum distance are removed while he is enraged

charging is now just a boolean representation

changes attack probabilities again

fixes bug where bubblegums could spawn despite the fact that only one should be able to be spawned

cancels movetotarget function when charging

ground slam is now async fixing a bug where all of an enraged bubblegums actions would be delayed

after a charge bubblegum now starts movement toward his target instantly

bubblegum no longer has to have his time passed for the enrage end proc to work (i don't know why i did this check)

bubblegum counts as charging while doing the hallucination charge initially fixing some movement bugs

bubblegums charge is now fully handled outside of the other hallucinations charges fixing some issues

hallucinations no longer have a life proc that does anything

fixes a bad copy paste issue (my bad) where instead of hallucinations blood attacks being overrided and cancelled bubblegums base blood attack was overrided

* accounting for movement speed changes in the future by very slightly increasing the movement delay

* increases movement delays of bubblegum in anticipation of the movement speed decrease

bubblegum's ranged throws from his ground slam now go less far

bubblegums wait time for his hallucination attacks is now increased on the increased amount of directions he's coming from

* Fixes the notes text to be accurate

The default movetodelay has been set to before the speed change because it really made the base form of the boss underwhelming

The enraged movement delay has been increased to 3.75 to be exactly half of 7.5 like it was before, the only real problem with the movement was enrage being too fast so this should be fine

Removes snowflake check attempt to make bubblegum move faster after charges that didn't work and instead made him move even slower

* decreases damage of all attacks to make them consecutively punishing but not insta crit damage comboed into nothingness in half a second

removes ground slam from bubblegums enraged state since it just made it hard to balance and i couldn't get rid of the throw stun

adds vars for hallucination charges and charges that allow different delays and charge types

adds a six circled hallcination charge attack thats delay decreases as bubblegum takes damage

adds a triple charge that gets faster each time

adds a double hallcuination charge that doesnt include bubblegum himself that procs multiple times stacking up

removes blood spray attack, bubblegum now leaves blood wherever he moves, his hallucinations leave blood trails as well

increases delay slightly on bloodsmack attack

bubblegum no longer blood grabs unless the person is unconcious

hallucination charges now use random angles

* changes probability of second phase attacks based on anger modifier
2018-12-23 16:36:55 +11:00
Tad Hardesty 0ed8c3113e Fix orbit links on events 2018-12-22 14:42:03 -08:00