* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
This makes it so the Syndicate Bomb and all subgroups of it reflect a
more accurate time remaining on the bomb. Instead of having a minimum of
60, counting down 1 per 2 seconds, it has a minimum of 120, counting
down 2 per 2 seconds. Adjusts the timer point when it starts beeping
louder to reflect this change, so it matches the current amount.
🆑 Twinmold
Tweak: Makes Syndicate Bombs show a more accurate time remaining until
detonation.
/🆑
Changes some variables in Revenant abilities. Not as extreme as
suggested by some people, but definitely a nerf to Revenants.
This change lowers the amount of confusion from Revenants from 50 to 20
per use of Defile. This also adds in a maximum confusion of 30 that
Defile can give someone. Finally, this lowers the range of malfunction
from 4 tiles to 2 tiles, as it still uses an EMP function which makes it
an instant kill against IPCs, and greatly incapacitating anyone with
mechanical organs (especially heart).
The numbers for confusion also come out to about equal seconds.
🆑 Twinmold
Tweak: Lowers the range of Malfunction from 4 tiles to 2 tiles, due to
ability to insta-kill IPCs/incapacitate those with mechanical hearts.
Tweak: Lowers amount of confusion given from Revenants from 50 to 20 per
Defile.
Fix: Sets a maximum confused amount from the Revenant's Defile ability
(now 30).
/🆑
:cl:FreeStylaLT
typo: changed its to it's in lockbox description
fix: changed \red to <span> formatting
fix: changed stetchkin's price from 9 TC to 4 TC, suppressor's from 3 TC to 1 TC
* Rewords various objectives, makes 'Follow the inviolate' always succeed.
* Fixes the capitalization of NanoTrasen
* Fixes inviolate objective so that admins can make it fail, hopefully
* Fixes the thing
* Re-reworded AI hijack objective
This makes is so you can no longer eat cybernetic implants improperly,
just because they are in organ code. Fixes the check that originally
made it so you couldn't eat them.
🆑 Twinmold
Fix: Fixes being able to eat cybernetic implants so you cannot eat
them/force feed them to people.
/🆑
* Is removes dusts from voxxy base
🆑 LittleBigKid2000
Fix: The vox raider's base is now filled with nitrogen instead of
regular dusty air.
/🆑
* Now with 100% less varediting to change air contents
* Adds the ability to make the sad trombone noise for synthetics.
Also moves the sound file itself into the sound/machines folder.
* No wait I can't do that
Moves the sadtrombone noise back to where it came from.
* Changes the sad trombone to buzz-two
Do I win a prize
* Traders Event
* lien notes
* Fixes indent
* Gets rid of things Fox doesn't like.
* how did that get deleted
* Get rid of things maintainers don't like
* Adds some crates to the shuttle, and a recall console to the base.
* EVENT_LEVEL_MAJOR, and make it weight 0 (out of rotation)
* line nutes
* Spacepod Fix - Equipment Modules
Changes the installed_module variable in equipment to a list, allowing
the rest of the code to read it correctly. Now when equipment is added
and removed from the pod, it updates properly. Also adds any equipment
the pod starts with to the list.
Fixes the issues in:
https://github.com/ParadiseSS13/Paradise/issues/4599
* Changes List Call
Changes:
equipment_system.installed_modules = new/list()
to
equipment_system.installed_modules = list()
* Properly Placement for List Defined
Removes the definition of the variable as list() from spacepod.dm to
equipment.dm, clearing up a little of size from the total code.
* Removes shot_from
Removes the shot_from lines from the code.
* Defib oversights fixes
Well, ripping someone's heart out causes them to have a heart attack
right? Well, if you applied a defib to said person before they died from
said heart attack, the heart attack would be stopped, and you would now
have a heartless living person, spooky right? This prevents that.
Also fixes defibs saying they didn't work when you applied them to
someone with a heart attack, when they in fact did work. And removed a
magic number too.
🆑 pinatacolada
fix: Fixes defibing people without a heart
fix: Fixes defib saying it didn't work stopping a heart attack when they
do
/🆑
* Update defib.dm
* slimespls
* FIXEDIT