Commit Graph

59 Commits

Author SHA1 Message Date
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
Gandalf
34d8917ebc Aesthetics fixes (#2986)
* fixes

* a
2021-01-31 16:40:05 +00:00
SkyratBot
7402ba86a8 [MIRROR] Adds database tracking to maintenance pills (#2747)
* Adds database tracking to maintenance pills (#56179)

I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:

- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it

I've also polished the sprite a little bit, because it always looked a bit _too_ shady
![image](https://user-images.githubusercontent.com/7501474/104741899-19624880-574a-11eb-8211-65d89d8d36c4.png)
(Below is old sprite, above is new sprite)

* Adds database tracking to maintenance pills

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2021-01-17 13:39:53 +01:00
Azarak
0992fc86a5 Medical update - Muscle wound, Splints, Bandages, Closer Examine (#2336)
* everything but wound topics

* Update bodypart_aid.dm

* aaa

* aaa

* aaa

* aaaa

* Update _bodyparts.dm

* Update carbon_examine.dm

* Update bodypart_aid.dm

* Update slash.dm

* Wound topics, self grasping on a topic, bandages on top uniform

* Merge branch 'master' into med
2020-12-29 23:48:58 +00:00
SkyratBot
2913364658 [MIRROR] Kills oldfood, Puts newfood on top. (#2041)
* Kills oldfood, Puts newfood on top. (#55160)

Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Kills oldfood, Puts newfood on top.

* Update collars.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-04 16:46:26 +01:00
SkyratBot
9e88359f04 [MIRROR] Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#1686)
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)

* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover

* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-14 21:49:11 +01:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
SkyratBot
0553a3f738 [MIRROR] Medical belt/medical aid kit consistency updates (#673)
* Medical belt/medical aid kit consistency updates (#53442)

Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define

* Medical belt/medical aid kit consistency updates

Co-authored-by: Tony <19880843+AdmiralPancakes1@users.noreply.github.com>
2020-09-06 06:06:18 +02:00
SkyratBot
ca11f80b7f [MIRROR] medical first aid kits come with epipens now, not emergency first aid medipens (#411)
* bruh moment (#52661)

* medical first aid kits come with epipens now, not emergency first aid medipens

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-19 18:19:07 +02:00
SkyratBot
75199f1b2a [MIRROR] Adds a sprite for advanced medkit medibots (#299)
* Adds a sprite for advanced medkit medibots (#52775)

* Adds a sprite for advanced medkit medibots

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-12 11:28:23 +01:00
Time-Green
528f5a6e5d Renames instabitaluri to syntflesh (#52523)
* Renames instabitulari to synthflesh

* Recommits Jared Foggles correction
2020-07-27 17:05:49 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
MrMelbert
3b851845d4 Minor Adjustments to the "Brain Tumor" Quirk (#51770)
* brain tumor adjustments

* some requested changes + defines

* trait

* READ

* > self-merging

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-05 18:21:41 -04:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Tlaltecuhtli
d924b16bb1 adds the organ transport box (#51604)
* 1

* whiter box
2020-06-17 11:46:30 -04:00
Jared-Fogle
6dcd5dc02f Reorders health analyzer to be first in the first aid (#51458) 2020-06-14 22:30:14 +02:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
moo
6552594e96 Medbots Now Only Heal Brute UNLESS They Are Made With Special Medkit (#51394)
About The Pull Request

Medbots now only heal brute unless they are built with a special medkit. Thanks to tlal for the simpler alternative.

Brute kits heal 10% more brute than normal medbots.

Advanced kits can be used to build pre-nerf variants of the medbots (they heal all damage types). What they heal each iteration is random though (if you could be treated for brute/tox, you may get tox healed first).

This is specific to the craftable medbots, derelict medbots and beserk medbots will heal "normally" (see above since order has been randomized).
Why It's Good For The Game

Makes the bots hyperspecified to a function which is in line with how other bots function without having to revamp how people use the medbot.
Changelog

🆑 Cobby
balance: craftable medbots now only heal brute unless they are built with specialized medkits.
balance: medbots built with the brute medkit heal 10% more
balance: medbots built with the advance medkit heal all damage types
/🆑
2020-06-10 00:19:46 +12:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
trollbreeder
dfda25ff4f [Please review me] Operation: Funky Nostaligia 2. Changes charliestation medkit icon, and changes heirloom item for MDs to an old medkit. (#50210)
* Operation: Funky Nostaligia 2

the last one failed because i'm a clown

* Fix typo in icon state

Please dont kill me if this causes merge conflix because this happened the last time i tried doing this

* GET THE HELL OUT, MERGE CONFLICTS
2020-04-01 18:06:59 -03:00
uomo
027b294a59 Gives the Psychologist some pills. (#50211)
* Creates pill and pill bottle types for the psych, puts them in their backpack.

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/pill.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update pill.dm

Removes an unneeded blank line.

* Cleans up a needless comma and space.

* wording change for happiness bottle

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-03-27 16:35:07 -04:00
moo
0133414559 Cobbduceus: (Baby) C2 Additions (Rhig,Troph) and Changes (Helbital) (#49356)
It's the year of the rat sisters, and now it's time to cut out those pesky C3s in your life!

Why It's Good For The Game

Rhig and Troph are no brainers considering they're on the same level of ease2make as the C2s and have no downside. They will still be good but they have some C2 component now. Kinda minor compared to the others but I'll see how it plays out.
Changelog

🆑
balance: Helbital now is more simple to use and is based off not crit/softcrit/hardcrit. You want to be in hardcrit for the best brute healing.
tweak: Troph has now been converted into a C2 with tweaks, now named Probital. Same recipe. Downside is stamina damage
tweak: Rhig has now been converted into a C2 with tweaks, now named Hercuri. Same Recipe. Downside is it can cool to dangerous levels.
/🆑
2020-02-22 22:24:36 +13:00
Mickyan
56d08f9908 space drugs 2020-02-16 16:49:37 +01:00
Mickyan
55f19df748 Normalizes payouts and vendor prices to an approximate of cargo's credit value (#48174)
* prices & income

* more prices

* lower megaseed premium prices

* custom prices for premium tools

* slightly lowers prices for some snacks/drinks/cigs

* hey get back here
2019-12-16 17:43:27 +01:00
Krysonism
59a0440acf Da white kit nerf update: sutures and regen mesh. (#47092)
* Base

* epic

* bandaid begone

* Documentation

* Bugmash

* Replaces bruise packs and ointment in on maps.

* Fixes for testmerge

* new line

* Dirty web

* Nasty webedit

* med suture is now a chemical recipe, adds cellulose reagent
2019-10-20 13:18:42 -04:00
Tony
2f8ef2f725 fixes not being able to access medical first aid kits inside a bag (#47155) 2019-10-19 21:42:17 -04:00
nemvar
62a02f09f1 Medanalyzers are now the tier 2 option for scanning people. (#46917)
About The Pull Request

Removes medical analyzers from medkits.
Removes the ability to print medical scanners from the autolathe.
Why It's Good For The Game

Medical analyzers are currently probably one of the common items in the game. Not only do mappers place them all over their maps but they are also in every medkits, which, funnily enough, are also fucking everywhere.

This leads me what I call the Cobb's Assortment of medical scanner quality:
Tier 1: Ghetto tier. Click your healthdoll, see if you burned for fingers on the kitchen plate.
Tier 2: Normal Analyzers. Somewhat restricted but still fairly common. Almost every department has one but you won't find on randomly in the hallways.
Tier 3: Advanced Analyzers: The shit medbay can print after research, nuff said.
Changelog

cl
balance: Removed health analyzers from medkits. Removed the ability to print health analyzers from autolathes.
/cl
2019-10-13 16:50:12 +13:00
Mickyan
4f95643e40 Adds an improved first aid kit for medical staff (#46393)
About The Pull Request

CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game

Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog

cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
2019-09-14 09:37:20 +12:00
moo
7437be0a9a Cobbduceus Part 2/X: Medibot-chan Tends Your Wounds (#45953)
* meow

* fix var

* cursed

* Revert "cursed"

This reverts commit 249491cfc1c05e21f9650a2d8c109c13741067f5.

* simple anti-multibot
2019-08-23 04:16:34 -07:00
moo
74ed605cd7 Cobbduceus Part 1/X: Category Twos, Base(d) Healers (#45749)
* 150 hours

* it compiles guys

* PERF

* meta conflictor

* oldcabin

* Revert "meta conflictor"

This reverts commit 812343ca615e5b00711786be4413ce3301cfcc90.

* oldmeta

* TAKE 5000

* NAME THIS

Also redoes Multiver/Palletta

* FRICK U FIZ

* NERF PERF

* comment cringe

* Checks for restraints/incapacitated for ichiyuri

* URIKA

Removes Healing-Scaling of Ichiyuri, Nerfs Healing of Aiuri.

* organ

* please upvote this

* maps...

* Gives Instabitaluri a Brand Name

Oh wow it's synthflesh 😆

* Update cat2_medicine_reagents.dm

* what kinda characters is Krys using
2019-08-22 17:30:16 -07:00
spookydonut
88eca69eb5 converts some spawns into timers (#45429)
* converts spawns into timers

* linter

* change per review
2019-07-29 02:23:15 -07:00
bigfatbananacyclops
ea428f069c Changes medkits contents (#45216)
* pee pee poo poo

* pee pee poo poo

* Changes medkit contents

* Changes medkit contents

* Changes medkits contents

* Changes medkit contents

* Changesmedkitcontents
2019-07-21 23:01:32 -04:00
bigfatbananacyclops
e07ed47d68 Plain medkit sprites (competitor to the other) (#45276)
* Medkitscompetitors

* changesbezerk
2019-07-21 02:17:12 -07:00
Krysonism
ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
oranges
405205843f Merge pull request #44279 from ExcessiveUseOfCobblestone/breathe-into-me
Turns Perf into The Standard Oxychem, Heavily Tweaks Perf To Fit My Freshly Repackaged Fantasy
2019-06-06 22:15:54 +12:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
moo
c7df1a90b6 Merge branch 'master' into breathe-into-me 2019-06-02 20:26:53 -04:00
Akrilla
2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
erwgd
6cc42aa2cf Adds potassium iodide to NanoMed Plus (#43963)
* Added antihol bottle, corazone pill, potass_iodide pill and pill bottle
Added Potassium iodide bottle and pills  to smartfridge preload
Added medicines to NanoMed and NanoMed Plus

* Added small number of potass iodide pills to NanoMed Plus
Removed other medicines being added to vendors in last commit

* Added potass iodide bottle to NanoMed Plus, removed epinephrine bottle and potass iodide pills

* removed unused prebuilt meds
2019-05-18 15:20:17 -04:00
ExcessiveUseOfCobblestone
a6442f7335 PERFect 2019-05-17 18:43:29 -04:00
TerraGS
8e68526133 cleans up bot construction code 2019-03-01 14:39:03 -06:00
coiax
d8f84ca966 Desc/iconifies various pills, admin floorpill bottles (#42229)
* Renames aranesp, desc/iconifies various pills, admin floorpill bottles

* Unrenames
2019-01-14 17:32:40 -05:00
Jack Edge
c70aeb8dc9 Fixes Spontaneous Brain Trauma runtimes
🆑 coiax
fix: The Spontaneous Brain Trauma event now has a range of possible severities,
and no longer runtimes.
/🆑

In addition, I changed the description/names of some pills to make them more
accurate, and added some neurine pills, because I needed them for testing.

With thanks to @oranges for spotting the runtime in the first place.
2019-01-02 23:25:33 +00:00
moo
d057de9b6e Merge pull request #41468 from Steelpoint/AdvMedkit
Advanced First Aid Kit
2018-12-05 11:01:48 -05:00
Steelpoint
f3bd3d7a8d Nuke Op Tactical Medkit Reshuffle (#41444) 2018-11-16 06:33:45 -05:00
Steelpoint
a960c50544 Update firstaid.dm 2018-11-15 15:23:57 +08:00
Steelpoint
8c3324ea2c PenAcid+AdvAnlyRemoved 2018-11-15 00:01:19 +08:00
Steelpoint
20927f7f02 InitialCommit 2018-11-13 12:49:55 +08:00
Mickyan
c0ac8d514f Adds new moodlets, psychotropic drugs (#41207)
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.
2018-11-04 15:01:05 +13:00