Adds in a new toy: Magic Eight Ball!
- Discern your fate with the wondrous Magic Eight Ball!
- Obtainable from Claw Game prize balls
Adds in the mighty MAGIC CONCH SHELL.
- Submit to the will of the all-knowing Magic Conch.
- Admin-spawn only (too powerful)
Feat. (feet) toeless jackboots.
Inspired by the toeless jackboots on Polaris.
This works the same as gloves. You take wirecutters, click the footwear,
and bam! Changes the sprites, and opens the toe-- letting Unathi and
Tajara wear the footwear if they weren't allowed already.
If you try to cut open the toes of already toe-cut footwear, it won't
let you.
If you try to cut open the toes of footwear that don't support that
functionality, it does nothing.
Also brings match-shoe lighting up to the same standard as glove and boot
cutting.
Move the hydroponics reagent items (plant sprays, fertilizer bottles,
etc) into a new file: hydro_reagents.dm
- Re-used old file, see next line
Refactors the reagent handling of hydroponics trays
- Now located in tray_reagents.dm (formerly in tray.dm)
- No longer relies on global lists that weren't global and were on all
trays.
- Reagent effects are now grouped together rather than spread across
multiple lists of values with little to no meaning
- Far more readable if you are looking for everything a reagent does in
hydroponics trays
- Included an example entry for future coders who want to add new
reagent interactions to hydro trays
Fixes saltpetre affecting the entire seed datum when added to a single
tray
- Now diverges and makes a new line of "enhanced" products, which is
then modified
- More consistent with how mutagens handle affecting stats, but
"enhanced"
Moved the yield_mod capping to check_sanity_levels() instead of the
reagent interaction
- Cap unchanged, this just moves it to a more standard location in the
code
Small tweak to stat-affecting reagent interaction
- Now checks for a production value of over 2 before attempting to
adjust (previously looked for > 1)
- Couldn't be dropped below 2 anyways, so it was a waste of time to try
lowering it and then resetting it to 2 when it was there already
- Now caps the potency value between 0 and 100, as a negative potency
makes no sense.
- Currently no reagents lower potency, so this is more of a
future-proofing than a correction
Adds a navy blue version of the Centcom Officer's beret, giving it to
the Blueshield.
Gives the Blueshield beret the exact same armour and strip-delay values
as the SECURITY OFFICER'S beret.