Allows for quickdrawing the sabre.
Also changes the attack text since it's no longer a rapier, and it doesn't make sense that it can dismember with point lunges and thrusts.
Added a submenu to the Station Blueprints that lists wire color purposes for the round for NT made items
Does not list duds
Removed WIRE_ELECTRIFY as it was synonymous with WIRE_SHOCK
* Highlander changes
* Prevents losing your claymore F O R E V E R
* Adds partial bloodthirst sating from attacking
* Reworks bloodthirst
* Forgot to push this
* Adds a disk-capture mechanic
* Changes based on feedback
* Bugfixes
* Makes the pinpointer functional
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
* Only holy water will clean blood runes
* macro!
* holy no longer required
* i am far too unethical and spite driven half the time
* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).
* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
Teslium is now easier to make, and as with most electronics, no longer mixes with water.
tesla_act and tesla_zap both now have arguments to specify whether they explode machinery. By default only the tesla engine will explode machinery. This means that Tesla Revolvers will no longer cause a large area to implode if there is no one nearby the target of it to shock. This also means that tesla-grill bolts will no longer blow things up.
The megaphone is no longer used by clicking it and entering a message, you simply keep it in your active hand and talk normally.
Remove the insults feature of the emagged megaphone. The span of the emagged megaphone is now big and red.
* Adds brass, used to construct various brass objects
* brasshole
* give em the brass
* give em more brass
* DYNAMIC
* VAR MURDER SPREE
* brassy
* acceptaphil
* this is super against my general preferences but eeeeeh sure okay i guess
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
* Adds new explosion proc
Adds a new proc for calling explosions, which uses 'power' instead of a
set of ranges.
Power (1 - 100) is based on minimum explosions size (0, 0, 1) to maximum
explosion size (5, 10, 20)
Formula keeps explosions within a 'sane' range. So while it is possible
to bypass maxcap using this, it will require a LOT of work.
I've done some balance testing, and a halfcap (2,5,10) can be made using
a double bluespace beaker of water and potassium. A (3,7,14) can be made
using black powder, and the largest bluespace grenade explosion can be
made using nitroglycerine, at (6, 12, 24) which is only slightly larger
than maxcap.
You can check out https://www.desmos.com/calculator/pgfz0gqqxf to see
how the explosive power affects range. T is 'units of explosion' and P
is a multiplier. Multipliers for explosive reagents are: water/potass =
1/10, black powder/meth = 1/6, nitroglycerin = 1/2.
* Clarity Changes
Renames dynamic explosion proc for clarity.
Makes dyn_x explosions scaleable with DYN_EX_SCALE variable.
Adds debug dyn_x verbs, and a dyn_x drop_bomb proc to fun admin verbs.
* Adjusts formula
better efficiency and readability.
Adds debug proc for changing explosion scale.
Adds a comment containing common power/explosion sizes.
* oops