* Paradise Pop Effects
Adds effects to the recently added Paradise Pop reagents.
- This was not included in the initial PR since it affects balance and
shouldn't hold up the base system which does not affect balance.
Effects by reagent:
- Paradise Punch: no effect, purely a flavor drink
- Apple-pocalypse: Very small chance to suck nearby objects towards the
drinker each life tick (weak version of the liquid dark matter effect)
- Berry Banned:
- Good version: Low chance to heal a tiny amount of a RANDOM damage type
each cycle (less than omnizine, as well as less reliable)
- Bad version: 50% chance to inflict toxin damage each cycle (same
strength as the basic toxin reagent, but less frequent), BWOINKS the
victim if they die with it in their system (more on this later)
- Blackeye Brew: Low chance to make the drinker shout a random bit of
"tider talk" each cycle. Will make you sound like an idiot.
- Grape Granade: Low chance of making you burp, even lower chance of
causing nearby objects to fly away from you (weaker version of sorium
effect, same chance as the apple-pocalypse pull)
- Meteor Malt: Low chance to cause a screen shake and sound for only the
drinker as if a meteor hit nearby, as well as a lower chance for a small
amount (1-5 units) of a randomly selected mineral to appear in their
bloodstream (mostly harmless, though there is a chance for it to be
plasma)
CODER FUNTIME:
Adds support for death-triggered chem effects.
- Currently used only by the poisonous Berry Banned, this can be used in
the future to have chems that could transform dead bodies into swarms of
spiders, insta-borg a body, or even possibly revive a person the instant
they die.
🆑
rscadd: Adds effects to the Paradise Pop reagents. Drink them all to
unlock their powers!
/🆑
* why do you always wait until after i commit multiple times to point out something that has been in there since the first commit?
- Refactors action button backend
- Action buttons are no longer checked on Life(), items are responsible
for adding/removing/updating them.
- Item action buttons are no longer a static action_button_name define,
items define actions_types, which is a list of paths.
- Items can now have multiple action buttons.
- This is handled by new arguments to ui_action_click, the first
parameter is the user, the second is the path of the action datum
that was invoked.
- Refactored how internals function
- You may now directly switch internals without breaking anything.
- The internals icon has been updated to be more consistent.
- Added action buttons for jetpacks
- Added action buttons for oxygen tanks
- Uses-based implants now qdel() themselves when they run out of uses.
This is somewhat a buff to traitor implants, but it's such a minor
change. The actual reasoning is so that the action buttons are properly
removed.
- Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
for certain ghosts.
- You can now shift-click on movable HUD elements to reset them to the
proper position (thank fucking christ)