Adds Tajara inner ear and muzzle colouration as head markings, adds muzzle colouration for Unathi (sharp and round) as head markings, adds belly colouration for Tajara and Unathi as body markings.
Fixes issue where the Unathi stripe marking name in sprite_accessories was incorrect.
Also fixes a bug where setting your IPC's head to 'normal' gave it a random screen style that was often not compatible with the monitor head.
Does a bit of tidying up in tail generation mainly, but also in icon skin-tone handling and just about everywhere else I ended up working.
Adds ears to Tajara heads. Removes ears from tajara hairstyles.
Removes the now pointless Tajaran Ears hairstyle and renames the Tajaran hair objects appropriately.
Adds a Vulpkanin Body Marking and some Tail Markings.
This adds an "alternate appearance system" using image overrides and a new
handler system.
Usage:
- Create a new `image()` casted as `var/image`
- Set image.override = 1
- Call mob.add_alt_appearance("appearance_ID", image, listOfMobsToDisplayTo).
- To remove an image, you use mob.remove_alt_appearance("appearance_ID")
Comes with one usage, cardborg costumes. They will now disguise you as a
standard borg to any silicon mobs and yourself.
As this is a per-client system, that means that only silicon mobs and you will
see yourself as a standard borg. All other mobs will see you as a silly
human in a cardborg costume.
Turns horns into head accessories, fixes some species checks, gets
Tajara and Vulpkanin into the mix, ensures the system cannot be
exploited, adds species-specific body markings for Tajara, Vulpkanin and
Unathi.
Adds all Santa mobs to the global blocked_mobs list
- Will prevent gold cores and rifts from spawning stage 2 santas
Gives Final Form Santa (Stage 4) a small buff to health and minimum
damage
- All other stages left unchanged, Stage 4 was just a bit lackluster for
a "final form"
Fixes melee snowmen not ever dropping the brand new CANDY SWORD. They
now will have a 50% chance.
- It's a sharpened candy cane. Festive and painful.
- Ranged snowmen do not drop the candy sword, as they don't carry a
weapon.
Revival and expansion of #1002 (thanks Iamgoofball!)
Creates a reagent blacklist for use with random chem stuff like pills!
- Currently blacklists admin-only, antag-only, and other bad-times chems
like mutationtoxin.
Creates a SECOND blacklist for further refinement, intended for use with
strange plants in botany.
- Currently just blocks alcohol / alcoholic bar drinks from the random
chems to avoid "watering down" the selections
Creates a new helper proc/get_random_chemical() to return a randomly
selected chemical/reagent that is not blacklisted.
- If passed with no arguments, will only look at the first blacklist.
- If passed with an argument, will also include the second "plant"
blacklist
- Will attempt to select a random chemical, then compare it to the
blacklisted chems to see if it is acceptable
- If the chem is on the blacklist, it will start over until it finds an
acceptable one
Rewrote the random chemical portion of Strange Plants to utilize the new
get_random_chemical proc rather than rely on a hardcoded "whitelist"
Updates Strange Plants to not only contain Nutriment
- They can now contain Nutriment, Plant-Matter, Protein... OR A COMBO OF
THEM!
Hydro trays and soil now recognize Nutriment, Plant-Matter, and Protein
as actual nutrients for plants, as well as (slightly) improving yield
modifiers.
Extension of #2596 (thanks Fox for the temp-fix)
Fixes#2416Fixes#2439 (again)