* lead stuff
* kronkus + loot table
* one drug sprite
* kroncaine
* drug items
* addiction stuff
* makes this compile
* plane master controllers
* small adjustments
* bro its a comment CHILL OUT
* temp
* desc and sprite update
* temp
* hmm
* invisible1
* invisible2
* fixes
* It compiles
* misc drug fixes
* signal
* synthesis
* fix
* span macros
* kroncaine filter removal + no speedup on cuffs n narsie rune
* makes the ampoule visible.
* hud-b-gone
* revert
* reverts more
* sound enviroment
* on_transfer & animated fade
* adrenal crisis + unknown
* blastoff signal
* blastoff adjustments
* filters
* small fixes
* animation parallel
* Taste, sounds and feel
* span proc
* final touches
* review and integration fix
* less blood, more fun
* moth and blood fix
* KronKaine and bLaSToFF spelling fix
* Assorted bLaSToFF fixes and range change
* suggestions from head head head coder
Co-authored-by: floyd <Floydje123@Hotmail.com>
Fixed morph speed being slower while undisguised and some old code related to it.
Fixes#57202
(All you need to do is to disguise yourself once and undisguise. You are now about half as slow as you were prior in each form.)
Adds cannabis reagent and replaces space drugs with it in cannabis products
Adds space drugs to rainbow weed, which fits its theme and might satisfy the people who miss the effect
Removes lipolicide from cannabis products in favour of the reagent consuming nutrition directly
Cannabis reagent gives you messages describing symptoms of cannabis intoxication, makes you laugh, makes you hungry, has a chance to couchlock you buckled to a chair and put you to sleep lying down
Cannabis no longer references hallucinating, can't be overdosed and has no addiction
Adds Stoned status effect, which is applied by cannabis reagent
Stoned status effect slows you down, gives you bloodshot eyes, makes you clumsy, boosts your mood and gives you the drugged sound environment
Adds "stoned" icon state for Stoned status effect screen alert (sprite shamelessly stolen from the Smoke spell)
Adds BLOODSHOT_EYES trait, which is applied by Stoned status effect
Adds examine eye descriptions for bloodshot eyes and player-chosen red eyes
Adds cannabis movespeed modifier, which is applied by the Stoned status effect
Adds Stoned mood event, which is applied by Stoned status effect and gives the same mood boost as High but doesn't reference tripping
qol: Space Dragon's gust attack is now tied to right click instead of an ability button
balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives
fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death
soundadd: Space Dragon now has a custom roar for dying and winning
imagedel: Deleted now unused Space Dragon ability icon
refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
VV-related code cleanup
Added code to trigger the proper setters for several variables that have them.
Added some admin logging for var-edit teleports.
Cleaned-up some code all around.
BINARY_INSERT used to only take typepaths like/this. Now, it expects them to be /like/this, to be more consistent with ther est of the code.
Adds documentation to COMPTYPE.
Adds a test for BINARY_INSERT.
* Just freon addition, no removal nor fire. Maybe unbalanced
* fixes
* material properties addition, removed from the object itself
* added admin and game logging to hot ice
* Typos
* made the component more generic
* other typos, some fixes
* typos and balancing
* better code readability
* dunno
* merge error and travis build errors fixes
* asked changes, fixes and balancing