The reagents datum now has its own flags, which currently includes
REAGENT_NOREACT, which functions in the same way. Shouldn't be touched
directly, use set_reacting(bool) to modify it, as modification also adds
or removes the reagents datum from the SSobj.processing list.
Also refactors cigs a little, adds a Destroy(), uses the open_flame()
proc for the hotspot exposure.
* Re-making the branch and PR of demon. See #15118 for the old PR
* Adds toy demonologist to arcade machine reward list.
* Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork.
Suiciding with signed contract now uses forcesay instead of say.
* Fixes compile errors.
Re factors contracts to be subtypes rather than datums. <--- incomplete, still need to summon them appropriately.
* buffed infernal power contract to give passive healing
Nerfed magic power contract to not give robeless MM
* Fixes compile errors
* Corrects orientation of true demon sprite
* Begins work on the sNPC for the true demon/ arch-demon
* Added funeral garment sprites. These will be used in banishment rituals (hopefully)
* Stashing my work so I can move to another computer.
Re-working the true-demon, it will be a carbon rather than a simple mob.
* Revert "Stashing my work so I can move to another computer."
This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e.
* Git exploded for me, so I have to make a new branch with EVERYTHING. sorry.
* Fixes compile error
* Ghosts can now click on an arch demon to become a slaughter demon
* Begins to convert demons into a carbon rather than simple mob.
* Demons now resurrect if not banished.
* Beepsky now properly tells security chat about the level 666 threat.
* Contracts now work again.
* old spells now get removed properly.
* adding pitchfork sprites
* Adds hud for the true-demon. Not functional.
* Fixes another error in the demon hud. Still broken.
* Demons are no longer immortal, demon huds work properly now. (it's barebones, but it works.)
* Fixes the "Have mortals sign at least # contracts of TYPE" objective
* Fixed typo in banishlore() and updated wrath/envy sintouch objectives.
* Adds huds for demons/sintouched/soulless, however they are currently unused.
* Updates the demon's hud to work with the recent hud changes.
* Cleaned up infernal jaunt, it works a lot better now and is less buggy.
* Revival contracts now actually take your soul.
* Fixes#16513
* Replaces the infinite slaughter demons with infinite imps. Sprites for imps are still needed.
* Adds sprite for imps. It's a redder, smaller slaughter demon.
* Fixes lack of icon for pitchforks
* Gives summon wealth a more appropriate icon.
* Fixes small part I forgot to merge.
* Fixes a few bugs with demonic resurrection. It's still very buggy.
* Derp, my bad, I didn't mean to admin myself on the main server.
* Fixes edge case of demonic resurrection failing. Debraining the demon is NOT supposed to be an alternative for the banishment ritual.
* Also did not mean to change this config file.
* Fixes another error in type 1 demonic resurrection. It works properly now.
* Updates employment contract text.
* Fixes type 2 resurrections.
Demonic contracts are once again permanently on fire.
* Replaces toy demonologist with toy demonomicon. It still works the same, just different icon/name.
* Adds demonomicon and employment cabinet to box/meta/dream/efficiency.
I could not add it to mini/bird due to conflicts.
* Edits ministation and BirdStation to have demonomicons and employment cabinets.
* Fixes spelling error
* Adds burial garments to maps.
* Update photocopier.dm
Fixes the span when inserting items into photocopier
* Fixes disrupt_spells proc
* Makes a lot of changes as reccomended by Remie.
* Fixes a compile error.
* Updates the lawify/loreify to be lists. Does not compile.
* Fixes compile errors.
* Arch demons no longer regress upon death.
Speaking a demon's truename gives the demon the opportunity to teleport to you.
Makes demonomicon not care about capitalization.
* Fixes startup error. Demonic summoning now works. It's very simple, just say their true name.
* Demons now have a tongue. True demon bodies are deleted upon regression.
* Demons can now be punched.
Demons can no longer resist a fire out, since it does nothing to them.
* true demons show up in player panel. Hellfire works again.
* Prepares for commit 16940
* Demons are now known as devils.
Still needs testing.
* Oops, didn't commit everything last commit.
* Finishes converting demons to devils.
* Fixes speech for lizards/flymen when they speak a demon's name.
* Update tips.txt
* Changes variable from static to global as per Remie's suggestion.
I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static.
* Removes devil summoning. Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out.
* Removes carriage returns
* Combined modified icon files
* Fixes#17184
* Imps no longer show up in the end round report. This is because there can EASILY be 100+ imps if the crew is well armed.
Non-employment filing cabinets no longer take 30 sec to wrench/unwrench.
* The lawyer can actually buy souls back now. Oops.
* Fixes true/arch devil spritesheet to have correct sprite names.
* Relocates Box's employment cabinet to Law office.
* De-devil-ing someone now removes the devilinfo.
De-devil-ing now returns an error when used on true and arch devils
* Re-factors whiteness code for jumpsuits.
* Merges icons, reverts failed merge of map
* Merges map with CAS decks
* Fixes copying employment contracts
* Derp, fixes compile error.
* Replaces antaghud with customizable vision range for knowledge boon.
* Prevents a runtime if devil is gibbed while ascending.
* Neatens contract code, and removes excess variable from humans.
* Fixes compile errors
* Organizes weakness code slightly. Adds ability for a species override on weakness. (Make flypeople take 2x damage from flyswatters for example)
* Removes sixteen erroneous characters from the codebase.
* Removes trailing return
* Makes typeless for loops, removes a runtime, and removes unhelpful comments.
Fixes unscrewing a broken computer only dropping one glass shard instead of two.
Fixes AI holopad, recharger, keycard authentication device, reagent_dispensers reagentgrinder, and APC not being attackable.
Fixes APC cover knockdown being random, it now uses the take_damage() proc, which also allows animals and xenos to knock down the cover of a broken apc.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)
There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.
The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).
There's some more stuff in there, see the PR's description and comments.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
* Added the ability to make Apiaries and Honey frames with wood
* Added the ability to make Royal Bee Jelly from 10 Mutagen and 40 Honey
* Added the ability to make more Queen Bees from Royal Bee Jelly by using it on an existing Queen, to split her into two Queens
* Made homeless bees more obvious
* Fixed a typo that made almost all bees homeless, severely reducing the odds of getting honeycomb
* Made bee progress reports (50% towards new honeycomb, etc.) always show, even if it's 0%
* Made some feedback text more obvious
* Fixed being able to duplicate the bee holder object, this was not exploity, just weird
* Fixed being able to put two (or more) queens in the same apiary
* Fixed some runtimes from hydro code assuming a plant gene exists
* Fixed runtime when you use a honeycomb in your hand
* It now takes and uses 5u of a reagent to give a bee that reagent
* Removed unused icon file
* Plant Health gained per pollination is now half the bees health (down from all the bees health, which was only 10 max anyway)
* Pests are now only reduced in 33% of pollinations (33% chance to reduce pests, down from 100%)
* Yieldmod is now only increased 5% of the time (down from 100%)
* Yieldmod is now a new variable, innate_yieldmod on plants, this is so having bees and THEN using chemicals on the plants doesn't magically undo the bee's work, it is added onto the yield mod of the tray.
* To make up for the above, there is now a 50% chance per pollination (up from 0%) for the potency (how many reagents the plant gets) to go up by 1, this isn't much, but 50% of the time adds up
Beeboxes have honey_frames which determine the amount of honeycomb+bees they can maintain.
Bees now have a beegent (Bee reagent, geddit?) that they use during their attacks AND that their produced honeycomb contains, this allows you to farm chemicals using bees.