* Rework spray bottles and tools based on them somewhat.
Consolidate spray adjustment functions.
Change method of preventing spray amount adjustment.
Standardize most spray amounts at 10u/2 tiles and 5u/1 tile.
Should fix the following issues:
https://github.com/ParadiseSS13/Paradise/issues/29930https://github.com/ParadiseSS13/Paradise/issues/28964
* Adjust spray rework based on review comments
Change `adjustable` var to boolean
Change `adjust_verb` to `adjust_action`
Tie spray transfer amount to tile reach
* looks good to me
* replaces mentions of humans
* Revert "looks good to me", as Trinary is not being replaced
This reverts commit 275aca6adb.
* removes a duplicated bot init
* wooooo
* fixes tgui stuff
* adds sql
* code and icons
* file renaming
* vendor prices, apron/overalls obj icons, species sprites
* species head sprites because thats a thing
* loadout inconsistencies fix
* vox have their own apron and overalls sprites so i added those. oh the lengths i go for you botany
* loadout 2: return of the inconsistencies
Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com>
* maybe fixes merge conflict?
* merge conflicts are so annoying holy shit
* sick of this dme junk
* remove unrelated change
Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com>
* merge conflict test fix
* super merge conflict fix
* fix drask syndiberet
* actually fixes drask syndiberet
* super ultra final beret fix
* Update loadout_uniform.dm
---------
Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com>
* add sprites
* obj
* CMO turtlenecks
* turtle code
* CODE
* everythig
* fixes
* HOP FIX
* super fix ultra fix look at this fucking fix
* done
* config fix
* tiny fix
* test
* test 2
* desc
* hop desc
* Move all the non-weapons out of code/game/objects/weapons (#29820)
* Update bartender mob and obj sprites for relevant species (#29889)
* Update bartender mob and obj sprites for relevant species
* Add bartender uniform rolldowns, inhands. Minor color fixes.
* Revert "Update bartender mob and obj sprites for relevant species (#29889)"
This reverts commit afc4389871.
NVM
---------
Signed-off-by: Seren Highwater. <102489377+SerenHighwater@users.noreply.github.com>
Co-authored-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: Alan <alfalfascout@users.noreply.github.com>
* Resprite chef outfit for relevant species, icons
Change underclothing for human, drask, grey, kidan, vox, human, inventory, inhand.
Change uniform and helmet for plasmaman, including inventory icon.
Change hat for human, drask, grey, kidan, vox, corgi, inventory, and inhand.
Change belt (apron) for human, inventory, and inhand. Add new belt files for kidan and vox.
Change chef code to support new items for species and hands that didn't have them before.
* Remove identical belt file path, caught by linter
* Reworks cures, adds strains, adds treatment chems to symptoms
* Enables coexistence of different samples of the same strain at different stages within the same container
* Adds symptom guessing. Correct guesses reduce analysis time and wrong ones increase it.
* Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms
* Revert "Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms"
This reverts commit 124dd485c7.
* Adds spontaneous virus mutations, strain tracking. Removes antibody metabolism
* change the amount of time added/reduced by each factor
* Creates a disease outbreak event that allows admins to cause an outbreak of a virus of their choosing. Allows virus creation when choosing virus to give someone or for an outbreak.
* The normal base property values are now the defaults for disease creation
* Rebuild TGUI
* Rebuild TGUI
* Rebuild TGUI
* Update tgui.bundle.js
* remove redundant lines
* improves ui some and moves to using world time for analysis time
* fixes a bug with the analysis time and updates the initial known advanced disease list
* Buffs the disease outbreak event and adds a base stat row to the PANDEMIC
* Update tgui.bundle.js
* Implements calibration
* Adds a remove from database button
* Moves the known disease global list to work per z level
* Removes treatments from most chems and makes each instance of a symptom not acting purge some of the reagent that treated it
* Update symptoms.dm
* Adds stage to unknown diseases
* Moves accumulated error to work per z level and change the location of the delete strain data button
* Adds confirmation to the delete data button and moves the disease text out of the loop in the copy constructor
* fix indentation
* Replaces pent with hydrocodone in the advanced cure list
* gives more buffs to event disease based on severity. removes longevity from possible symptoms an event disease can get. Fixes a bug with determining analysis time
* Update tgui.bundle.js
* Update pandemic.dm
* Update pandemic.dm
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Makes vaccines only add resistances and no longer cure
* improves pandemic ui and fixes calibration button not being properly disabled
* Update tgui.bundle.js
* Add the new agars to the virologist's fridge
* lowered evolution chance of viruses a bit
* further lowers evolution chance
* Update advance.dm
* Changes the scaling of analysis time and fixes stage speed presentation in the pandemic
* Scanners can now see virus strains that have been inserted in the pandemic
* Allows a mob to be infected by both an event and non event disease
* Fixes the +1 syringe of translocation stabbing your feet
* Update tgui.bundle.js
* Changes spontanous mutation to be per spread and makes disease events less likely.
* Diseases less common, mutations happen only on spread now, symptom list ordered alphabetically in the dropdown, fixed some bugs
* Update tgui.bundle.js
* changes virus alerts
* Removes numbers from the virus alert text and fixes a bug that caused excessive virus mutations
* Update tgui.bundle.js
* refactor disease spread
* Changes disease spread logic to give players options to protect themselves and others
* Blackbox things
* Increases announcement timer and fixes the infection talley
* Update disease_outbreak.dm
* Adds an incubation period to advanced viruses. bumps sneeze back to 5 range
* Adds failsafe to disease outbreaks that will infect a random crew member if none have arrived in 10 minutes
* Only record advanced disease infections
* Properly handle recording of disease infection events
* Changed resistance effect on cure
* another adjustment to res effect on cure
* Small resist buff, spontanous combustion buff and some calculation fixes
* changes spontanous combustion stat bonuses and maluses
* Update flesh_eating.dm
* Update flesh_eating.dm
* Update flesh_eating.dm
* Big trait changes and rebalance
* adds treatments to fire and necro
* Introduces viral contamination of food and reagent containers, as well as disinfection
* Fix runtime in reagent transfers
* Revert the prefs and config changes
* Slowed down diseases and made symptoms more gradual, improved disease alerts to both crew and dchat
* Sterilizine now sterilizes things contaminated with viruses. Heat reactions now take place alongside chemical reactions when adding reagents to a beaker
* Adds option to order sterile masks, goggles and biosuits in packs of 4. Makes sterile masks as good as internals for viruses
* adds logging to pandemic
* Changes symptom stats and increased disease varaiety
* Fixes some disease bugs
* Fixes some bugs and makes it behave better
* Adds shiver emote to shiver symptom
* Adds admin message/log to contracting an event disease and fixes copy behaviour when infecting
* Prefix spread defines
* Change the rest of the macros
* correct the disinfection temp macro
* Moves disease signals to their own file
* move disnifection temp back
* fix a type
* viral contaminations component review changes
* var name changes
* more style fixes
* Update tgui.bundle.js
* fixes pandemic
* Fixes disease outbreak having two carriers sometimes and changes the virus alert to the new one
* Update disease_defines.dm
* fixes samples not passing stages on properly
* actually fixes the bug
* Fixes stabilization being lost on cloning
* Finally completely and absolutely fixes the sample stages bug(please)
* Makes the pandemic a machine
* Update pandemic.dm
* removed drinks from cure requirements
* lowers chance of major viral outbreak
* fixes pandemic not processing properly
* Changes the cure system to have more options
* Makes mixing event viruses more random
* Fixes hardsuits having a 1% chance to be infected
* Increases virus protection of most clothing. medical scrubs and surgical hat buffed sunstantially
* Slow down progress of diseases
* makes spread less likely
* envirosuit is now slightly more protective from viruses, while the medical one is as good as scrubs
* Adds further protection to helmets
* Increases the number of possible cures and the scaling of required cures
* Pandemic ui improvements
* Update _disease.dm
* fix a bug with spread target in the disease outbreak event
* changes some clothing permeability
* Adds the ability to make viral DNA extracts by injecting a sample into a black slime core. It's equivalent to 2 stages
* Adds age to health analyzer, makes viral evolution toggle minor disabilities, confusion symptom now confuses more often
* Update pandemic.dm
* replace lazarus with acetic acid in the cures
* Changes the relation of the amount of cure options to required cures and the scaling of required cures with resistance
* Fixes virus renaming
* changes description and permeability of some medical jumpsuits
* Adds a list of all diseases infecting client mobs to the disease outbreak event
* uses event UID instead of ref in the disease
* Adds advanced disease carriers to admin antag menu
* Adds viral eraser which removes tracking and stabilizing. Admin spawn only for now
* Update tgui.bundle.js
* Adds the ability to create viral genetic material using radiation. it can be used in addition to that produced in xenobio
* changes alert logic, disease generation logic, adds treatments to weakness, cough and sneeze now more gradual and cough spreads at range 3
* makes disease advance a bit faster
* reduce time to announcement to 6 minutes after 3 people are infected
* Changes medibot disease detection to be the same as analyzers. Treatment chems now put the symptom on a cooldown that persists after they leave the body.
* Make sure the disease outbreak event only selects crew
* Fix abductor virus gland virus generation
* Adds sterilizine to viro locker
* Fixes null viruses appearing when merging virusless blood
* Adds oculine to hyphema treatments
* Rebalances weight loss and flesh eating
* Improvements to advanced disease carrier tab on the TGUI antag menu
* change the flag on away missions
* Update mob_spawn.dm
* Update tgui.bundle.js
* adds sterilizine recipe back
* Adds viral contamination to surgery tools and surgery steps
* small changes
* fixes pandemic ui. should work properly now(I hope)
* CI compliance
* Update flesh_eating.dm
* Update vomit.dm
* Update tgui.bundle.js
* Initial revision of analysis and fixes the UI issue with multiple stage samples
* refactors treatment and makes treatment chems more adjustable
* var correction
* symptoms and their contribution now show up on the pandemic
* Update tgui.bundle.js
* Update code/datums/diseases/advance/symptoms/cough.dm
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
* change wizard disease and zombie disease macros to new ones
* Update tgui.bundle.js
* changes the part requirements on the pandemic boards to fit the actual parts
* fix misbehaviour when inserting samples without symptoms
* Some changes to difficulty scaling, reverts the level of projectile vomiting back to 4, and disallows germaphobes to avoid infection by injection
* Adds viral contamination to IV bags
---------
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Giant spiders initial
* Ling spiders, araneous, conversion to basic
* Removed some extra
* Fixes cling spiders
* Linters
* Do_afters
* Nurse AI works now
* Cling spider AI
* Forgot an element
* Updatepaths
* New Linters
* AI New linters
* Fixed action buttons
* No longer wraps spiderlings, adds a movement delay
* Fixes the sarge hatching from eggs, increases action cooldown on eggs
* Improved cling spider AI, improved insect random speech
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Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* begin the burndown? (y/n)
* okay update requirements?
* change the error name
* there we go
* tweak
* first bit of the burndown
* more
* burndown complete
* return the exit code!
* review
* Revert "first bit of the burndown"
This reverts commit 34155bd991.
* fix
* fixes
* last fix
* remove deprecated avulto stuff
* Better meteors
* Update move loop flags file references in comments.
* Adds MOVEMENT_LOOP_FORCE_MOVE, adds support for it to all movement types.
* Standardize meteor and rod movement.
* move_towards fixes
* Faster movement, fixed rod directions.
* Fix and simplify move_towards movement type.
* Bad comment.
* Oops.
* Revert requirements.txt change, doesn't belong in this PR.
* Apply suggestions from code review
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
---------
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>