* capitalism is the true way
* better sound clip
* there we go
* fixes mine and time-greens copy pasta
* adds the soviet golem to the human file
* capatalist golems now bleed money
* makes it so both capatlist and soviet golems can now use guns
* hec
* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now
* Update code/modules/mob/living/carbon/human/species_types/golems.dm
Co-Authored-By: fluffe9911 <dablank02@hotmail.com>
* re
* better sound clip
* adds Transcendent Olfaction to genetics
codersprite by me
* fixes
made messages work, added a new message
removed duplicate icon
* uses disgust instead of oxy damage
* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.
* makes it compile
* ok
hi
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Implemented Suggestions.
* "No Sir, im not a synth, check my DNA!"
* You got it Boss
* Remove a useless Return
Co-Authored-By: Gousaid67 <gousaid67@gmail.com>
* Add a comment, also rerun checks
* Adds cryokinesis and renames the cold resistence file to space adaptation
* adds cryokinesis
* fixes icon conflict
is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?
* fixes a typo and lowers instability of cryokines by 5
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* maybe reverts line ending?
* unfucks flags?
* probably unfucks line endings
i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
* Update wallets.dm
* Update pockets.dm
* Apply suggestions from code review
For when people forget how sister code works
Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
* Fixes projectiles not hitting mobs, some refactoring too
* some stuff for projectile can hit target to work with not being ontop of an object
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* CanPass returns true to projectiles regardless of hit
* snakecase?
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
* toolbox pls
* rstar
* Update uplink_items.dm
* contents, force
* i
* toolbox now costs 2 tc
robuster
* "toolbox"
* grammar mistake
* bust < bash
* description is better
A old, blue toolbox, it looks robust.
* changed bash skulls to bust heads
because i just watched the space station 13 video again
* yuh
* asdf
* throw!
* uplink now notes that it increases in damage
🆑 coiax
tweak: Bartenders now gain their ability to "booze slide" from their
beer googles, rather than from a granter book in their backpacks.
/🆑
Less action button clutter, the ability to disable it if required (at
the cost of style), still keeping it possible for non-roundstart bartenders
(provided of course, you have the shades for it), as well as a less
janky way of checking than just looking through someone's action
buttons.
🆑 coiax
code: Randomly coloured gloves and randomly coloured glowsticks now have
slightly different typepaths, but otherwise function the same.
/🆑
Essentially, these items just acted AS spawners by qdeling in Initialize
(or at least hinting) and spawning a new totally seperate item.
There is nothing that uses the auto-equipping of random gloves, so I
removed it.
🆑 coiax
fix: Smuggler's satchels can now be found with t-ray scanners, as
intended.
/🆑Fixes#42296.
I used a trait because currently this is the only object that I'm aware
of that uses partial invisibility (because it wants to be visible to
ghosts), and it seems a waste to dedicate an entire obj_flag to one
item, or put a hardcoded typepath.
* Die of fate tweaks and fixes
🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑
- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.
* Stealth die of fates
* Code review II?
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
🆑 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.
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme