* Die of fate tweaks and fixes
🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑
- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.
* Stealth die of fates
* Code review II?
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
🆑 coiax
fix: The Spontaneous Brain Trauma event now has a range of possible severities,
and no longer runtimes.
/🆑
In addition, I changed the description/names of some pills to make them more
accurate, and added some neurine pills, because I needed them for testing.
With thanks to @oranges for spotting the runtime in the first place.
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
🆑 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/🆑
- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl
This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever
This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.
also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
81Denton totally opened a competing PR mere moments before I
finished this one.
Why? It's not important enough to actually make a sound, ghosts can't
interact with the bombs, they just watch it.
cl
code: Adds helpers for finding if a user has a martial art type
/cl
[why]: requested in coderbus, as somebody is making a new martial art or something.
This notifies ghosts whenever a bomb gets activated and lets them jump to it.
It's always hilarious watching people try to defuse bombs, or Ricky playing out
hostage situations.
* Choice beacon explosion changes
🆑 coiax
del: Choice beacons (such as the one the curator, chaplain and people
with the Musican trait have access to) will no longer have pods that
have minor explosive effects.
add: Emagging a choice beacon will cause the pod to be supplied by the
Syndicate, providing the same items, but with a highly explosive
landing.
/🆑
Choice beacons are supposed to be just methods of spawning in a choice
of items, rather than weapons. I've seen traitors use the choice beacon
as a free way of instantly detonating a syndicate bomb they just
deployed, which is cute, but is probably just too powerful for a free
item.
The mild fire/knockback explosion from a choice beacon currently is
enough to set people on fire, burn up items, and throw items around in
your workplace. The focus should be on the items you get, not on the
destructive effects of their delivery.
* Removes emagging
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl
Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.
Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
cl Toolby
balance: Power tools now perform construction slower than the toolarm implant (but still incredibly faster than normal tools)
balance: This is to promote trusting a player rather than safely printing off an item via techfab.
/cl
Reasoning: As said in the Advanced Surgery PR, The act of trusting an individual who could possibly be able to kill you should supercede the mineral cost difference (we do not balance those) and techweb cost difference (sorta balanced those) between powertools and toolarm implant. This will also mean that the CE now has a vested interest in Science/Medical efforts since he can get better tools, while still making powertools a considerably better item than normal tools (30% increase and less storage slots).
Also said in the Advanced Surgery PR, if construction is insufferable with both number-wise we can look at beefing down the numbers (with the implant still being preferred option).
cl
tweak: slapping now doesn't require a specific intent or limb to be targetted.
/cl
Slapping was originally designed to function as a thing that happened if you aimed for the mouth and disarmed. since a slapper is its own emote, all the extra conditions do nothing but make slapping sometimes sound better than others. All this will do is make all slaps make the slap noise and not show the hand, as god intended.
* makes slapping easier
* fixes not being able to slap nonhumans
cl coiax
add: Microwaves have a single wire accessible when open, the activation wire.
When cut, the microwave will no longer function, when pulsed, the microwave
will turn on.
add: Stabilized dark purple extracts now cook items in your hands, rather than dropping
the cooked item on the floor.
/cl
Previously microwaves just worked on their contents, now they keep a subset of contents called ingredients, because otherwise it would explode whenever you put a signaler inside.
Someone asked me to do it. It seemed like a neat idea. God knows
what horrible things people will do with this.
cl coiax
add: Bartenders can now rename the generic area "Bar" to the bar name of their choice with the use of their bar sign. This will rename air alarms, doors and APCs, so everyone knows what you're calling your bar this shift. (The bar sign chosen is also now a statistic that's tracked!)
/cl
Metastation now only has one bar sign.
Bar signs start blank.
Bar signs no longer require bartender ID to repair.
Emagging now only sets the bar sign (and bar name) to the Syndi Cat, rather than changing the Barsign to syndicate access only and making them impossible to repair.
Only machinery that is normally renamed when the area is renamed will have their name changed, this means only doors originally called "Bar" will be renamed.
Area renames are split into separate procs, so we can use their renaming of machinery features.
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl
Map Image
Comparison Image of Original
Progress
Departmental Layout
Atmos
Wiring
Detailing/fluff
Floor tiling
A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
* Christmas code changes
🆑 coiax
add: Santa can now examine presents to see what's inside.
del: Santa no longer has a mass summon presents spell, because of his
new regenerating bag!
add: Santa's bag regenerates presents as long as Santa is holding it.
balance: You can only find one gift under a christmas tree per round, no
matter how many trees you search.
balance: Santa's teleport does not announce where he's going.
fix: Fixed Santa not having a full head and beard of white hair.
fix: Fixed Santa not being genetically white-haired.
fix: Fixed Concentrated Barber's Aid not growing extreme amounts of
hair.
/🆑
The `box` var has been moved down from `/datum/outfit/job` to
`/datum/outfit`.
Added unlimited christmas tree with presents, for testing.
Santa's restriction against opening presents is now done by
TRAIT_CANNOT_OPEN_PRESENTS. Santa's ability to see inside presents is
done by the TRAIT_PRESENT_VISION, which also determines if Santa's Bag
will regenerate presents every 30 to 60 seconds.
Santa no longer starts with a breath mask and O2 tank, but instead has
an internals box. Santa no longer has a no-access gold ID, he can
teleport from room to room!
Gifts determine what type is inside them on initialization, rather than
when unwrapped.
- Reasoning -
Unlike last year, there are various possible methods of accessing
christmas trees spawners, allowing for an unlimited number of anything
presents. Cutting down the presents to one per round regardless of tree
count will avoid this.
Santa should be able to see what he's giving, because then he can reward
the naughty and nice children with different gifts.
* Missed a merge
* Adds present investigate logs, and visible messages
* Use the body+mind checking of mob.has_trait
* Less globals, more static vars on types; also event renaming
🆑 coiax
fix: Printed oxygen or plasma tanks at the protolathe are now empty.
/🆑
The discrepency in behaviour was because the new /empty types were
using Initialize, which for some reason wasn't working.
However, when I ported the whole of /obj/item/tank into using
Initialize() it works fine, and all the empty tanks are empty
as intended, (and the ones that should have gas, do have gas).