Added a cap, NUTRIENT_LEVEL_ALMOST_FULL (535), for mobs that continually gain nutrient. They climb towards this value so that they don't get the "im so fat" debuff as soon as they reach the normal cap, which is 550.
cl XDTM
add: Added a new severe brain trauma: hypnotic stupor. Victims of hypnotic stupor occasionally fall into a trance, and upon hearing a sentence they'll focus on it to the point of obsession, until it is replaced by a new hypnosis or the trauma is cured.
/cl
Adds the potential for some fancy rp gameplay. The idea is that they should take a passing message way too seriously, while leaving room for interpretation to the player. Hearing an isolated "greytide" over the radio might prompt a player to take up arms against the rampaging greyshirts, another might interpret it as having to become the greytide. Someone who realizes what's up might use this to give clear orders to the victim, although they'll only last until the following trance.
I plan on adding more methods to inflict hypnosis with the same trance->"focus on a sentence" mechanics, perhaps as a traitor/CMO pendulum item, or as a wizard/cult spell.
cl Whoneedspacee
add: new arena attack where ash drake summons lava around you
del: removed old swooping above you, instead flies above you instantly
balance: ash drake now spawns temporary lava pools instead of meteors falling down
balance: ash drake takes twice as long to swoop down now that he instantly goes above you
balance: ash drake now moves twice as fast
balance: increases the odds of lava spawns in the lava pool attack
balance: increases fire line damage and decreases lava attacks direct damage
tweak: ash drake fire now shoots in the direction of the target
tweak: changes times of certain animations
tweak: changes sounds of meteor falling to lava creation
fix: a bug where ash drakes attacks did not damage mechs
imageadd: changes meteor icon to lava creation animation from lava staff
/cl
[why]: Ash drake is one of the easiest megafauna despite giving fairly better loot than others like legion. Also he's a fairly boring boss to fight since he spends most of his time in the air with attacks that can't really hurt you ever as long as you keep moving. I did this to make his fight more fun and less one dimensional.
cl Floyd / Qustinnus (thx to mrdoombringer for sprite + idea)
add: The clowncar now comes with an inbuilt cannon that can be activated by emagging its circuits
fix: cars can only kidnap if they have the CAN_KIDNAP trait
fix: removes a dot too much in a to_chat in clown car actions
/cl
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
MrDoomBringer
admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!
code: also supplypods have been refactored
* Cult Stun Spell Tweaks
Updated to use anti_magic_check instead of a nullrod check.
Corrected the stun message showing if the target is immune to the effect.
Added some visual effects (an actual red flash), and a "holy bubble" around the person if they're immune to the effect.
https://i.imgur.com/wd77s8w.gifvCloses#40285
* Refactor, added mob_light helper
* Calls the "dropped" proc on removed borg upgrades
When a borg loses all upgrades (module reset), checks to see if each upgrade has a "dropped" proc, and calls it if it exists.
* removing unnecessary check
* wip
* SPRITES
* wops typo
* make it available
* add borg chameleon module (wip)
* we ready boyes
* bump cost
* disable filter for now
* henk
* add to polymorph pool
* borgs don't generally throw their modules
* this too
* Ports paradise's modular buildmode
* Axes logout callback of buildmode
* AnturK's changes
- Code formatting
- Gives mob to throw args
- Selection overlays are on ABOVE_LIGHTING_PLANE to be visible on space
Other:
- Doubleclicks of observers and AI no longer "double-tap" click
intercepts
tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.