-Embedding is now a function of armor and projectile base damage.
-Chances to hit varied body parts are modified via miss_modifier. Less likely to hit head, extremities, etc. Distance is more of a factor.
Fixed(?) disposal issues.
Hopeful fix of supply packs, commented out the shard until it's fully functional.
Please report any continuing wonkiness I can't reproduce!
As per request, events have been rebalanced to be a bit more even and vastly less appendicitis. Event timers have been increased from 15-25 minutes to 20-40 minutes.
Issue: Mechs are created/spawned with a high-capaciter cell that is named "Power cell" and confuses some of the less bright roboticists and their beards.
Solution: Shave the roboticist, and also renamed the cell that spawns to properly reflect it's higher capacity.
Problem: Cult members can't use the rune to see ghosts, then beat ghosts over the head. it was being intercepted by _onclick and processed there and only displaying an angry red notice
that you hit that ghost. Ghost didn't become visible, it disappeared soon after moving off the rune.
Solution: Made an attackby for ghosts to check when they are being beat up by cultist with books, now they appear.
Minor feature change: Now if a visible ghost gets hit it will give a different message than the standard "Ghost is pulled through from the other side".
Tweaked soporific and new chems a bit more. Added Paracetamol, a lesser drug to tramadol, known to all as tylenol, and implemented it into sleepers! Gave inaprovaline the IB slowing property to keep sleepers in the game and allow EMTs better usage. Oxycodone made easier to craft by making the plasma a catalyst, but decreased it's overdose limit. Applied oxycodone and paracetamol to be able to handle things painkillers should.
Since ghosts may not respawn within 30 minutes of death this allows mods/admins to bypass it for ghosts and sends the player a message letting them know they can respawn now
as well as reminding them to roleplay correctly.
Before this admins were editing the variable directly.
Fixes with the changes of eyes to internal organs with Imidazoline and the surgery.
New chemicals:
Peridaxon, Potassium Chloride, and Potassium Chlorophoride. Peridaxon: Internal organ healing chemical; 2Bicard+2Clonex(plasma catalyst). Potassium Chloride: Stops hearts for medical in overdose; Salt+Potassium, Potassium Chlorophoride: Stops hearts right proper; PotassiumChloride+Plasma+Chloral Hydrate.
Chloral Hydrate and Soporific changes
Made chloral hydrate less instakill(nerfed), but a toxic dropper without blackscreen. Soporific buffed, but less blackscreen sleeping applied.
Tested work to implement eyes ad internal organs and the charpref selectable robotic organ replacements for heart and eyes, both for assisted and fully mechanical variants!
Fully implemented S'Rendarr's Hand and Messa's Tear for hydroponics! Using these plants as poultices can surely allow hydroponics to contribute a bit more to other areas of the station.
Added eyes as an internal organ, removed the eye-stat var on mobs and changed it to properly direct it to eye damage. Altered all reference.
Updated the sleeper to allow for ejection of the beakers and occupants in panel.
Updated the body scanner to check for prosthetics/mechanized organs, and inform the individual of the blind disability.
Laid the groundwork for mechanical and assisted internal organs.
Groundwork for chemical: Peridaxon, a chemical that allows for the slow regeneration from organ damage.
Added a wiring system to the nuclear bomb- Screwdriver the panel after recovering the nuke disc to open it up and play with the wires inside! Warning: if the bomb is set, you might just end up exploding faster if you play with the wrong wires...
Allows ghosts to better be able to tell who is within a conversation they are focusing on while also allowing them to listen in on outside conversations.
Also changed weird condition that amputated leg must not be splinted.
Removed checks for haslimbs, since movement while downed is not possible anyway.
Moved some special effects for broken limbs after check for such, so healthy ones wont bother.
Fixed a derp in populating the global list of sideffects.
Makes them process only every 15 ticks, to cut down on the calls.
Removes damage because it was supposed to be gone, no idea why I didn't delete the lines.