tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
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.
cl Skoglol
code: Added missing typepaths for syndicate implanters.
tweak: Stealth implant now comes in a box.
spellcheck: Changed the names of some syndicate boxes.
/cl
Some implanters were specific typepaths, others were basic implanters that had implants put in when the box was created. This makes them all behave the same. I considered removing the boxes for the implants as they aren't strictly needed to hold one thing, but I know some people like using boxes in their atmosphere and inventory management sim so I left them in.
Otherwise, specifying that a box contains something that is boxed was silly so I changed that. Except for the space suit, because that feels right.
And of course the stealth implant gotta come in a box.
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>
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.
* 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
cl ShizCalev
fix: Fixed inconsistency where illiterate and blind mobs were able to read some books/manuals, but not others.
fix: Fixed mobs being granted mime speak even if they failed to finish reading the Guide to Advanced Mimery Volumes 1/2.
/cl
Step towards resolving #41396
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
This PR sees the addition of an expensive item to the Security vendor, the security webbing. A unique chest rig.
The concept of this item is to give Officers something to spend their money on when they save up.
webbing
The chest rig is intended as an expensive minor upgrade over the standard security belt that security personal can purchase. Functionally it is identical to the security belt except it can hold one extra item, up to 6 from 5.
The belt costs $800, meaning round start Officers will be unable to afford it. The sec vendor holds five of these webbings.
cl Steelpoint
add: Nanotrasen Security has unveiled a newly designed Security Webbing, a minor upgrade over the standard issue security belt that is comfortable, tactical and able to hold an extra security item.
add: However, the webbing is not considered standard issue, so any interested officers will need to buy the item from a SecVendor out of their own pay.
/cl
cl
tweak: nicotine now metabolizes far slower, but is actually dangerous at high doses. Try actually smoking!
tweak: cigarettes don't last as long, but more slowly inject reagents to hopefully last its entire lifetime. if you need it to burn fast, try a pipe or vape.
bugfix: overdosing on nicotine now causes oxygen and toxin damage, as the description said it did.
/cl
[why]: cigarettes always bugged me because they give you 15 nicotine in 30 seconds and then go out 9 minutes later, while cigars contained the exact same amount of nicotine. Previously, if you wanted the perks of nicotine, you were best off putting an entire pack in a grinder and sipping it. Overdosing on nicotine is now very slowly but steadily lethal, and actually possible. you'd have to smoke nonstop for a long long time to overdose by accident, and it should take 2 or 3 cigarettes with this to cause the addiction (which still does nothing, not the concern of this pr) maybe some crazy people will dropper 9 units of nicotine into their eyeballs, but this is far better than carp classic smoothies being free and easy shorter stuns.
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl
Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:
TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
Hot Shot: 20 damage and hits the target with 6 fire stacks.
Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.
Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
cl bobbahbrown
add: RCDs are now more environmentally friendly and can now recycle rods and floor tiles without having to reduce them to sheets first.
/cl
Old RCDs couldn't eat rods and metal floor tiles, it literally ruined my life.
Now I don't need to create sheets before I let the RCD harvest its bounty.
When making an e-lance, the recipe would try to use e-lances as an ingredient, only failing after the do_after() proc. This makes it so explosive lances aren't even considered as a possible ingredient for the recipe.
cl MrDoomBringer
fix: You will no longer attempt to use an explosive lance to craft an explosive lance
/cl
This PR also lays a foundation for blacklisting other subtypes in crafting recipes.
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl
Fixes#41170
List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions
Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.
Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl
Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this: