* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
Fixes#41506
@kriskog fixes this
cl MrDoomBringer
fix: Ghost Announcements work a little bit better now. Space dust won't be announced, and general wording has been improved.
/cl
Fixes#41217
cl MrDoomBringer
fix: Events now announce follow-able atoms to ghosts much more reliably
/cl
Implements @ShizCalev's suggestion to just have the event ghost-announce normally, then call a separate ghost announcement for the "atom of interest" as it is created.
* Add files via upload
* oops
* I FOUND A WAY
* So it turns out something was missing
And this is why I hate BYOND
* Update gasmask.dm
* CHAOS CHAOS
blame hulk for motivating me
* I CAN DO ANYTHING
blame hulk for motivating this hell
cl
balance: The Summon Guns and Summon Magic rituals will now only turn 10% of the crew each into antagonists, down from 25%.
/cl
This has frustrated people for a long time. The issue is that these rituals irrevocably destroy the round that they're in by turning one dangerous murderboning antag into literally half the station becoming dangerous murderboning antags. I reduced it to 10% each. I wanted to reduce it to zero so that they wouldn't delay the round for 30 minutes after the wizard teleports in and immediately dies, but I figured that simply reducing the amount of antags spawned would be better received.
cl ShizCalev
fix: Fixed inconsistency where illiterate and blind mobs were able to read some books/manuals, but not others.
fix: Fixed mobs being granted mime speak even if they failed to finish reading the Guide to Advanced Mimery Volumes 1/2.
/cl
Step towards resolving #41396
As the title suggests, papers no longer disappear once added to a clipboard, and dead mice, the reagent produced as a result of killing them, can now be butchered. The code for the latter did exist, but the functionality did not, as only living mobs can use the butchering proc.
cl Youbar
fix: clipboards now display held papers properly
fix: mice can be butchered
/cl
cl ShizCalev
admin: Fixed AI fingersprints not getting logged
admin: Fixed some door interactions not being logged at all.
admin: Turret control interactions are now in mob combat logs
/cl
Fixes#40203
Semi WIP. Good to merge for the most part, but I would like to add logging in a couple more spots.
cl MMMiracles
add: Blobs can now upgrade their strong blobs to reflect projectiles at the cost of their normal health and extra brute resistance.
/cl
When creating strong blobs, creating another strong blob on top of another will create a reflective blob. Reflective blobs reflects projectiles based on their ricochet chance, meaning this more or less shuts down laser fire until someone rushes in to break the reflector or uses ballistics on it.
This might be really only useful for stuff like people placing emitters half-way across the station but having more avenues to deal with laserspam isn't bad.
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
This PR sees the addition of an expensive item to the Security vendor, the security webbing. A unique chest rig.
The concept of this item is to give Officers something to spend their money on when they save up.
webbing
The chest rig is intended as an expensive minor upgrade over the standard security belt that security personal can purchase. Functionally it is identical to the security belt except it can hold one extra item, up to 6 from 5.
The belt costs $800, meaning round start Officers will be unable to afford it. The sec vendor holds five of these webbings.
cl Steelpoint
add: Nanotrasen Security has unveiled a newly designed Security Webbing, a minor upgrade over the standard issue security belt that is comfortable, tactical and able to hold an extra security item.
add: However, the webbing is not considered standard issue, so any interested officers will need to buy the item from a SecVendor out of their own pay.
/cl
cl
tweak: cargo toy crate now has more toys
/cl
[Changelogs]
// TODO make this actually just use the arcade machine loot list
More like!
// TODID make this actually just use the arcade machine loot list
Yay!
Also sets a reminder to new toys being added to the arcade machine to also place them into the cargo pack!
[why]
It says TODO, and I already had it done for, so mite as well send it upstream a bit
cl
tweak: nicotine now metabolizes far slower, but is actually dangerous at high doses. Try actually smoking!
tweak: cigarettes don't last as long, but more slowly inject reagents to hopefully last its entire lifetime. if you need it to burn fast, try a pipe or vape.
bugfix: overdosing on nicotine now causes oxygen and toxin damage, as the description said it did.
/cl
[why]: cigarettes always bugged me because they give you 15 nicotine in 30 seconds and then go out 9 minutes later, while cigars contained the exact same amount of nicotine. Previously, if you wanted the perks of nicotine, you were best off putting an entire pack in a grinder and sipping it. Overdosing on nicotine is now very slowly but steadily lethal, and actually possible. you'd have to smoke nonstop for a long long time to overdose by accident, and it should take 2 or 3 cigarettes with this to cause the addiction (which still does nothing, not the concern of this pr) maybe some crazy people will dropper 9 units of nicotine into their eyeballs, but this is far better than carp classic smoothies being free and easy shorter stuns.
cl Coughby
add: Sentient Disease now has almost all symptoms at its disposal.
code: Adding single-symptom disease abilities is super easy now.
fix: Sentient Disease can now hear (not sure if this was a bug or intentional).
add: Sentient Disease is a linguist and knows all languages. Still cannot speak.
cl
Purpose:
To give more options for sentient disease, seems pretty lackluster at the moment.
Code:
Typed-Categories as well as Categorizes symptoms, the selection menu will reflect this.
Symptoms in-code without Name/Desc pull from the virus IF they have a singular virus in the list (lol symptoms are a list).
Misc Changes:
Items that cost less under the guise of decreasing the stats when they in-fact increased stats had their discount removed and description to properly reflect they infact buffed the disease.
Costs are my theorycrafting relative to the current costs and I don't plan on changing them until I see how this plays out. See code comment for healing disease prices/changes.
Necro-Metab was not added because I feel like just amassing bodies via morgue seems lame. Inorg-metab was included however.
I hate tgui but if someone wants to edit it to not be a massive table that looks like the wurm spelllist w/o priest restrictions be my guest.
UPDATE: I've included the ability for SDs to hear. They should get a follow link to infected people who speak but I haven't been able to test. The hearing aspect has been tested and works.
UPDATE2: This is also missing the mega ultra evil symptoms but I don't want to touch this PR anymore.
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl
Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:
TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
Hot Shot: 20 damage and hits the target with 6 fire stacks.
Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.
Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.