* Update brand_intelligence.dm (#57038)
brand_intelligence event no longer has 30% prob of making an hull breaking explosion and destoying the machine when converting them to rogue vending machines which means there is 30% more vending machines that get turned into rogue ones aka all the ones that got hit with the vending machine virus
Blowing a hole in the station shouldn't be a sideffect of another event, and I don't wanna make mappers think about this stuff when placing vending machines -Lemon
* brand_intelligence no longer makes explosions which make holes in station
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* Refactors sharpness to use a bitfield (#56817)
Refactors sharpness to use bitfield instead of bitflags in case someone wants to add more types of sharp things, or unique behaviour with them
* Refactors sharpness to use a bitfield
* Update bullets.dm
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything. (#56794)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes space vines dying instantly to gas movement (#56567)
I mistakenly copied over space vine code in #55604, and assumed that the default mutation had some sort of cutoff for heat. I was wrong.
Fixes#56552
* Fixes space vines dying instantly to gas movement
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Xenomorph balancing, take one.
Changes the speed of xenomorphs, especially the Queen, to be much faster. Hunters now have half the speed.
All Xenomorphs have a health buff, some more than others. Damage has increased for xenomorphs to make them more deadly, as melee armour makes xenomorphs laughably ineffective.
Hunters and sentinels hit faster, making hit and run less effective. Praetorians and Queens are now much more intimidating, but attack slower.
* Update xenomorph_balance.dm
* Praetorian & Queen health nealth. Alien Infestation now spawns 2-3 Larva.
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.
Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Tweak the RD's suplexing ability into a skillchip (#55870)
Although this doesn't change the power level of the Research Director,
it's important to rework "job title" checks into traits or something
similar.
Moving job title specific behaviour out of checks by job name and into
traits means there's more flexibility to trigger behaviour. If an admin
feels the station really needs the ability, they can var edit it in, or
spawn the chip.
* Tweak the RD's suplexing ability into a skillchip
Co-authored-by: coiax <yellowbounder@gmail.com>
* Reworks the brand intelligence event with AI controller datums (#55778)
These felt like another good test-case for ai controllers that someone could easily grasp, this makes it so that we can use the actual vending machine instead of a fake mimic mob. In theory you could even still use the vending machine, if you like living on the edge ofcourse.
The vendors now try to move towards you, and try to dive on top of you to squish you.
* Reworks the brand intelligence event with AI controller datums
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Export scanner doesn't need to link + old bounty code is gone (#55504)
Removes the Export scanner's need to link with a console and cleans up the old bounty code
* Export scanner doesn't need to link + old bounty code is gone
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
* Replace direct poi_list manipulation with element
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* shuttle catastrophe now cant trigger if it already happened (#55114)
Shuttle catastrophe now cant trigger if it already happened
* shuttle catastrophe now cant trigger if it already happened
Co-authored-by: Fikou <piotrbryla@onet.pl>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* [READY] Space Ninja Rework (#53492)
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Revert "Automatic changelog compile [ci skip]"
This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.
* Revert "Automatic changelog compile [ci skip]"
This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.
* Update changelog.html
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Move suit_initialization into better location
* Clean up cost check
* Clean up net using
* Clean up Ninja Star
* Clean Up Ninja Stealth
* Clean Up Sword Recall
* Move the event file
* Re-Merge the Changes
* Get your ninja code out of my human.dm
* Move the event into events folder and clean it up
* Can the old space ninja antagonist file
* Roll in the shiny new bad boy
* Get rid of actions/ninja.dm and move its info into respective ability files
* Update one_click_antag with new ninja
* Move proc out of ninja code into proper location
* Update the dme properly this time
* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update code/modules/ninja/suit/gloves.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update the antagonist file
* Update ninjaDrainAct
* Re-Add MGS Voice Lines
* Up the Katana Damage Back Up to 30
* Attempting a Risky Manuever
* Adjusting some numbers to fit the delta time PR
* Fix Var Names and do a return ..()
* Remove Unused Defines, Update qdels to QDEL_NULLs
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/events/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/energy_katana.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/ninja_explosive.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Remove Unnecessary Condition Checks
* I'll show you what A stands for!
* Turn some things into defines
* Remove is_ninja()
* Gives the SN roles on Antag Gain, not on event spawn
* Clean up mind/key code to be efficient and modern
* Have Deactivated Suit Gloves use default black sprite
* Add the new clothing sprites
* Add new inventory sprites for alternate sprites
* Get Rid of These Again
* Re-add suit changes
* Implement all the suggestions for the antag file
* And then everything else
* Updating the Weight for purpose of testmerge
* Balance Updates
* Update the Objective Definitions
* Remove Now Unreachable Cyborg Interaction Code
* Get That Shit Out of My Forest
* Re-Add Cowl Wearing Sprite
* Re-Add Cowl Inventory Sprite
* Adapt to the new thing?.thing changes
* Re-add New Katana Inhand Sprites
* Re-Add glove's shock but have it do knockdown instead
* Get rid of the these stupid changelog changes
* Update sounds
* Re-add New Mask Sprite
* Re-update katana inventory sprite
* Revert Event Weight
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Re-Add Dynamic Ninja
* Revert Changelog thing
* Update Mob Sprites
* Add files via upload
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* [READY] Space Ninja Rework
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Removes an event that no longer holds relevance. (#54759)
Would definitely like to see dead bounty code get cleaned, but this is a step in the right direction.
* Removes an event that no longer actually does anything.
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* SSeconomy/var/bank_accounts is now an association list of account identifiers and datums for O(1) performance (#54430)
Title. Also added some precautions to bank_account/new() and the crab17 gear.
The fact the majority of functions pertinent to the bank_accounts list was O(n) disquieted me.
* SSeconomy/var/bank_accounts is now an association list of account identifiers and datums for O(1) performance
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Re-enables ghost role events (#54307)
Basically, a messed-up bitflag check has been stopping all event ghostroles from spawning for the last two months (outside of dynamic mode).
* Re-enables ghost role events
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>