Commit Graph

10750 Commits

Author SHA1 Message Date
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
coiax
bac3123c1e Log trauma granting/curing via View Variables (#42024)
This is definitely an oversight.
2018-12-22 12:49:44 -08:00
Mickyan
2e2045dc7d Add a separate setting to cleanbots for graffiti (#42028)
It's not nice to have your cleanbots murdered in the line of duty by
disgruntled street artists, think of the cleanbots
2018-12-22 12:48:19 -08:00
Garen Crownguard
00a141a50b Beepsky Retaliate Fix (#42007)
* beepsky retaliate fix

* similar bugs

* im stupid
2018-12-20 16:05:35 -05:00
Jordan Brown
c30255097c Merge pull request #41990 from Qustinnus/etherealfix
ethereal runtime fix
2018-12-18 13:21:34 -05:00
Jordan Brown
7d82226424 Merge pull request #41992 from 4dplanner/return
Adds missing return + adds return values to DNR verb
2018-12-18 13:17:44 -05:00
Carbonhell
449bd89c9e Adds the system discussed in the felinid poll, to allow for people with a felinid character to not be reset to human 2018-12-18 01:20:12 +01:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00
4dplanner
dbba5cc0c8 Adds return 2018-12-17 16:42:53 +00:00
Unknown
4ea0575914 runtime fix 2018-12-17 01:49:10 +01:00
XDTM
c05b0eaef9 Turns TRAIT_NOCLONE into TRAIT_BADDNA for consistency (#41819)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl

Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.

Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
2018-12-17 13:05:02 +13:00
4dplanner
9a542a9a14 Autoprocessing for the dead [READY] (#41955)
cl
add: Re-added autoprocessing function on the cloner
balance: records now have an associated last death time, which must sync with the mind to clone. This means you need a new record every time someone dies.
add: diskette records can be partially applied to records in the cloner, for instance to overwrite a name.
add: you can still scan living people to obtain their records for disk use, but these records can't be cloned from.
fix: cloning records are no longer based upon ckey
tweak: ghosts are no longer required for scanning
balance: Head access is no longer needed to delete records
balance: genetics access is required to alter (but not delete) records
add: do not resuscitate verb added for ghosts (can be toggled on and off)
/cl

Previous changes done in a neater way. Helps medics clone large piles of bodies, but doesn't provide a safety net.

Ghosts are no longer required for scanning so if you miss the prompt you're not screwed over, but you can set Do Not Resuscitate if you don't want to be cloned.

*label GCAT mutations
*allow partial modification of cloning record, i.e. put in a different UI/SE
*restrict modification to genetics access

    make cloning disks compatible with genetics machines

"Features" that may need to be removed:
As before, this acts as a changeling test. Pre-scan someone, then scan them again when you think they might have been replaced - if they're a changeling, it'll create a new record instead of updating the old one.

Decisions to be made:
should being placed in the cloner give you a notification?
should autocloning prompt the ghost instead of the DNR system?
should you receive a detailed "cannot clone from outdated record", or should the extra information gained be limited?
2018-12-17 10:52:04 +13:00
kevinz000
1b24b13d80 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 12:51:42 +13:00
YoYoBatty
7c75143e22 Changes eye blur to use byond 512 filters (#41759)
* Changes eye blur to use byond 512 filters
2018-12-15 10:42:24 +13:00
Jordie
be92949e5c Merge pull request #41897 from tralezab/honkbot
honkbots can be fixed with a welder
2018-12-14 13:27:39 +11:00
Jordie
19c6ce73f4 Merge pull request #41909 from kriskog/mouseopacity
Small hitbox changes
2018-12-14 12:47:26 +11:00
penterwast
395b15979c [s] Fixes changeling decapitation, for real this time (#41931)
* regenerate_organs() checks for humans having a head before inserting a brain

* Regenerate adds a fake brain BEFORE regenerating other organs
2018-12-14 10:42:05 +11:00
moo
ec46e8879d Merge branch 'master' into name-muh-glands 2018-12-12 11:49:08 -05:00
Tad Hardesty
44b0a2ec4d Use a logging proc that actually exists 2018-12-11 21:22:19 -08:00
Tad Hardesty
979e8db71a Fix href exploit in AI mech domination 2018-12-11 21:11:20 -08:00
Jack Edge
df4c38809d Merge branch 'master' into name-muh-glands 2018-12-12 00:23:50 +00:00
skoglol
67ec004753 changes hitboxes 2018-12-11 20:50:26 +01:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
tralezab
d385ff8ba6 I desire the acquisition of a potassium-rich fruit comestible of substantial magnitude. 2018-12-10 20:59:17 -08:00
81Denton
4eeab6634c [Ready] Makes kitchen cold rooms actually cold (Metastation) (#41799)
cl Denton
tweak: Metastation's kitchen cold room is now really cold! Make sure to wear warm clothing.
tweak: The kitchen clothing vendor now stocks two winter jackets by default.
tweak: Goats are now fine with temperatures as low as 180°K. This is so that Pete doesn't freeze to death inside the cold room.
code: Added a kitchen area subtype for cold rooms and adjusted chef CQC to work inside it (no gameplay changes).
/cl

You know how it's called a cold room, looks like a cold room but is actually just another storage room?

I made the Meta kitchen cold room spawn at -80°C and added a freezer to it. Originally I wanted to pick a more realistic temperature (like -25°C), but the way body temperature works means that you'd have to sit inside it for minutes to feel an effect.

Now, you can store bodies inside it, trap people and let them freeze to death, or lower the temperature even further and use it as a ghetto cryo chamber.

Also:
Kitchen clothing vendor gets two winter jackets and goats survive at lower temperatures (so Pete doesn't just die).
2018-12-10 09:35:28 +13:00
XDTM
b376c7d039 Adds the Ligament Hook and Ligament Reinforcement bioware surgeries (#41842)
* Adds the Ligament Hook and Ligament Reinforcement bioware surgeries

* techweb

* missing define
2018-12-10 00:50:12 +11:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
Qustinnus
9d28bd7244 Crushes some Ethereal bugs and adds bloodbags for them (#41745)
cl Floyd / Qustinnus
add: Bloodbags for ethereal filled with liquid electricity
fix: Ethereals cant clone lightbulbs anymore
fix: Fixes runtime in Ethereal charge handling
/cl
2018-12-09 23:09:24 +13:00
tralezab
c02a4e3319 Fixes duplicate batforms in a lot of cases (#41726)
fixes #32177

or at least it should

maybe i should test this?
2018-12-09 23:05:23 +13:00
moo
bf6ee2a105 Merge pull request #41536 from 4dplanner/pinpoint
Removes error message while shunting [fix]
2018-12-07 15:37:19 -05:00
Jack Edge
76fda7a551 Abductor scientists can examine glands to determine what they do
🆑 coiax
add: Abductor scientists, or people who have had training similar to an
abductor's scientist will be able to examine alien glands to determine
their scientific purpose.
/🆑

Had a lot of fun making up dumb sciencey sounding explanations for the
glands.

Removes the "scientist" var from the species datum, don't need that
anymore.

TRAIT_ABDUCTOR_TRAINING and TRAIT_ABDUCTOR_SCIENTIST_TRAINING are the
important key traits here, assigned in the antag datum. Being an
abductor doesn't give you experience with all their tools, after all.

TRAIT_SURGEON (another trait the ayy scientist has) gives you access to
all surgeries, rather than a more snowflake-style species check.
2018-12-07 18:06:10 +00:00
moo
b0073fddb8 Merge pull request #41754 from coiax/always-in-the-way
Adds Physically Obstructive quirk
2018-12-06 12:06:03 -05:00
oranges
11d6a7ad9b Merge pull request #41746 from ExcessiveUseOfCobblestone/fix4u
Crossbow/KA & Reflect Blob/Aiming Beam Fixes
2018-12-06 19:54:05 +13:00
4dplanner
8ada6a7a65 Redundant check removed 2018-12-04 23:31:08 +00:00
4dplanner
aafdf97dcf Requested changes 2018-12-04 23:30:01 +00:00
Jordie
8a66665e95 Ban system and interface update (#41176)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.

Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.

The legacy ban system is removed.

The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.

New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.

New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.

Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.



cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
2018-12-05 08:48:37 +13:00
Jack Edge
564e38c10b Merge branch 'master' into always-in-the-way 2018-12-02 19:50:51 +00:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
coiax
7325357a48 Scrying orb now grants sixth sense (and xray) to whoever possesses it (#41643)
cl
add: A wizard's scrying orb now grants both xray vision, and the ability to hear the dead to whoever possesses it.
balance: However, as soon as the orb is no longer in your possession, these abilities fade.
/cl

This was @XDTM's idea, when he implemented near death experiences.

It works even when in your backpack.

This also adds the TRAIT_XRAY_VISION, for non-genetic, non-eyeball sources of xray.

Why? Having a wizard talking to ghosts means it looks like he's talking to thin air. Also, this makes scrying orb a little more active in its knowledge gathering. Ghosts will have the chance to mislead the wizard with whatever they're talking about.
2018-12-02 20:39:05 +13:00
XDTM
e053faabd0 Adds the hypnotic flash to the uplink (#41604)
cl XDTM
add: Added the Hypnotic Flash to the uplink for 7 TC.
add: The Hypnotic Flash temporarily confuses and pacifies those it's used on.
add: If the victim is in a mentally vulnerable state (hallucinating, insane, reduced mental activity) they will instead fall into a trance, and will be hypnotized by the next words they hear.
/cl

Controlled hypnosis for traitors. Usual caveats apply: Mindshield prevents the trance effect (but not the confusion/pacification) and it can still deconvert from hypnosis; a new hypnosis will override the previous one; and most importantly for any ambiguity the interpretation is mostly up to the victim, so it's not a 100% sure conversion (i'm hoping people won't use this clause to just ignore it).
2018-12-02 20:19:42 +13:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
Jack Edge
d641feba16 Adds Physically Obstructive quirk
🆑 coiax
add: Adds the Physically Obstructive negative quirk. A person with this
quirk can't swap places with other people when moving, akin to someone
always being in non-help intent.
/🆑

Adds the TRAIT_NOMOBSWAP to accomplish this.
2018-12-01 16:02:22 +00:00
ExcessiveUseOfCobblestone
ef44943f61 KA and Beam Fix 2018-11-30 19:43:29 -05:00
coiax
446641f329 Repath blindfolds to prevent regular sunglasses creation exploit (#41710)
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.
2018-11-30 14:21:22 -08:00