* Wrote a /reachableAdjacentAtmosTurfs proc that checks if a turf can be accessed via atmos
* Made airborne disease spreading only via atmos
* A* generic turfs checking proc can now take into account unsimulated turfs using an argument
* Fixes ling stings not working in space and floorbot not repairing hull breaches
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
- Spaceacillin no longer heals all viruses.
- Some diseases must be cured with two or more chemicals simultaneously.
- Tweaked magnitis disease (now affects cyborgs).
- Added wizarditis disease.
- Tweaked some item properties.
- Added leather gloves for the Botanists.
- Some suits cannot be placed into backpack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@321 316c924e-a436-60f5-8080-3fe189b3f50e
- Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.
- Added one pathetic disease.
- Virus crates are now available from the quartermasters for 20 points.
- The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.
- Added icons for unpowered CheMaster and Pandemic computers
- Added some sign decals. The icons were already there, but unused for reasons unknown.
- Some map-related changes.
- Removed all that MSOffice shit from changelog.html
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@312 316c924e-a436-60f5-8080-3fe189b3f50e