Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
Species now 'suggested' by robolimb manufacturer, helps with getting the correct hairstyle choices for each synth, so Taj have access to Taj hair styles and whatnot in mirrors if they are using a Taj-based synth. Also adds a DSI Akula variant that Zalvine should touch up later hopefully.
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.
The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.
They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.
The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.
They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
Was a little weird to reuse the supercell... there are already WAY TOO MANY "not an actual powercell" powercells. So this one is just repainted blue and joins all the other prosthetic organs in surgery.dmi. The icon line can just be removed because the parent points to this file.