Blindfolds don't actually need to inherit anything from sunglasses, from what I
can see, unless there's some bad type checking somewhere in the code that I'm
not aware of.
Exploit is: cloth makes blindfold + medHUD -> medHUD sunglasses -> remove
medHUD, regular sunglasses.
* AI combat upgrade logging/notice
* hmm
* Update code/game/objects/items/robot/ai_upgrades.dm
noice
Co-Authored-By: 81Denton <32391752+81Denton@users.noreply.github.com>
* forgive me for I have web edited
removes space after <br>
These are very common var edits across all maps, and we should replace
them with standardised types.
This leaves room open for giving each loot a little (xN) icon.
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl
Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.
Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
* me fixing the issue of overriding poisons for spiderlings while spiderlings are structures. epic.
* you said it was a dead VAAAAAAAAAAAAAAAAAAAAAAAAAR
* I'm through accepting limits 'cuz someone says they're so
* Some things I cannot change but till I try, I'll never know!
* Too long I've been afraid of losing love I guess I've lost
* Well, if that's love it comes at much too high a cost!
* I'd sooner buy
* DEFYING GRAVITY
* Kiss me goodbye, I'm defying gravity
* I think I'll try
* DEFYING GRAVITY
* And you won't bring me down
* Unlimited
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
* Add files via upload
* oops
* Species restriction attempt #1
* species restriction test
hope this goes well
* first one didn't work (who'dathunkit)
* Add files via upload
* Add files via upload
* Update code/datums/components/uplink.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update code/datums/components/uplink.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update flashlight.dm
* Add files via upload
* L A M P
* Update uplink_items.dm
* why the hell did it add two paragraph ends
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update uplink.dm
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update uplink_items.dm
* Update uplink_items.dm
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield