* HIEROPHANT
* whoops
* that'd be hilarious but unwise
* BIRD_SCORE
* density
* BIRD THREAT
* maybe a threat tm
* danger boss
* it's always the paren
* bird murder
* recall
* no message
* yelling bird
* time
time
come on, time
time
shades
* A ruin!
* I think five blasts is enough
* birdboss wants you dead
* giant boss arena
* hierophant no longer literally unfightable
* smaller ruin?
* no longer innate
* can toggle friendly fire, teleport is AoE
* comments!
* just fucking spawn the arena wew
* heal on resetting
* not as common
* I cannot be trusted
* eeeh
* !
* keep it off the station
* as common as sin
* stop cheesing the boss you asshole
* this looks better
* that ruin didn't even exist what the fuck
* wew
* rip
* it doesn't need full healing if it heals for half when it resets
* good for fighting mobs
* rune where you are
* mechanics; armor doesn't fucking matter rip you
* armor matters but not much so
* )
* meaner than hell and more likely to kill you
* remove those beasts from my beautiful square house
* fix
* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser
* start higher scale to the same
* the ruin that doesn't exist and costs 10 points to place
* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be
* accurate
* tracking
* boring unused lore
* it needs to be open, oranges. open.
* I did that specifically to note which commit it was on ree
* oh there's a proc for that. duh.
* logging is good
* horrifying
* the marginal kindness of a giant bird boss
* ruin tweak
* idiot bird
* adjust
* Clockcult fixes and tweaks
* die but don't stay dead
* stay dead but never die
* instinct
* unreadable dark magic
* idiocy knows no bounds
* danger close
* like four fucking times faster
* superdynamics
🆑 MMMiracles
add: A giant wad of paper has been seen hurling through the nearby sector of SS13, officials deny existence of giant paper ball hurling through space because 'thats really fucking stupid'.
/🆑
Mjor the Creative, a wizard with the taste for the arts, has used his magical craft to form a home made of papier-mâché hurling through space because hes a wizard he can do whatever the fuck he wants. He uses his 'artistic' skill to conjure up minions to assist him when nosy people try to steal his priceless art.
He has two abilities he can use during a fight, one will summon copies of himself as mimics. Attacking a mimic does 50 brute to everyone around him and attacking him destroys all active mimics. The other ability lets him summon his crudely-drawn creations, bringing them to life to fight for him.
Killing him gives you access to his papier-mâché robe, a special collector's edition paper, and his priceless range of artwork. What more could you ask for?
The wizard's robe, when equipped, will allow the wearer to summon their own stickman allies. They are only loyal to who summoned them and will attack everything else. Ability has a cooldown between each use.
Boss code credit majority to @RemieRichards as it is a modified version of what she wrote up a couple months ago for one of my unfinished away missions.
* Silicons converted to the Ratvarian cause get an action button to communicate
* psna class actually both compiles and works, which is confusing
* no message
* Observers can auto-orbit meteors; space dust event
During a meteor shower, observers can automatically orbit
threatening meteors and watch them hit the station.
Added Major Space Dust event, which is a meteor shower
containing only space dust.
Reduced chance of RNG meteor event.
Fixes bug where meteors wouldn't move when spawned.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
* Converts tablecrafting to datums
* Adds crafting.dm
Adds crafting.dm
* Fix merge conflicts
Fix merge conflicts
* Fixes dme
* Fixes returns
Fixes returns
* Only check hands and remove old paths
Only check hands and remove old paths
* Recipe fixes
Recipe fixes
* Removed action button
Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list
* Added adjucent checks
Added adjucent checks
* Snacks now get chems from parts
Snacks now get chems from parts
* Complex food fuckery fixed
Complex food fuckery fixed
* Fixes old recipe
Fixes old recipe
* Fix to infinite loops in reagent extraction
Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them
* Fixes hands not checking
Fixes hands not checking
* Fixes reagents fucking up
Fixes reagents fucking up
* Even more reagent fuck ups fixed and comments
Even more reagent fuck ups fixed and comments
* Fixes all the shit i could find
Fixes all the shit i could find
* Removes debug and mechs
Removes debug and mechs
* Argument renaming
Argument renaming
* Fixes all argument names
Fixes all argument names
* Final fix of arguments
Final fix of arguments
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).
Also created a file to contain plane and layer defines for hopeful eventual use.
Hopefully this doesn't change anything now but does enable some nifty new features in the future.
* Drones spawn with undroppable chameleon helmets
With a random apperance, for SURPRISES.
* Given drones regenerate_icons() proc
This legacy proc is still used by chameleon items, so drones
get one as well.
* Added drone chameleonmasks that can be toggled
Toggle your custom headgear between hat or mask, be the talk of the town.
* RIP default drone camogear
* Moved drone camoheadgear toggle to the item itself
Now we don't need to worry about clogging up the verbs.
* Added drone camo headgear icons
Thanks Nienhaus so much for spriting these.
* Drone camogear now has customised toggle button
As a side effect of this change, I've made a way of overriding the
normal icon behaviour for item related action datums. If you set
an icon state, it'll behave like a regular action datum, and use
that icon.
* Removed unneeded proc call
* Added 'random' icon to actions.dmi
I borrowed the 'slots1' icon from icons/obj/economy.dmi
* Button to randomise drone camogear apperance
That's THREE GUI BUTTONS for the price of one.
* Made "snowflake" drones; start with drone camogear
* Snowflake drone shell dispensers
(Obviously.)
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.