* Addictions
* improvements to addiction code
* some small revamps
* some polishing to reagent code
* some more fixes
* wiki updated for addiction
* proper addiction sync on respawn
* final cleanup, config
* coffee handle addiction proc
* fixed global var
* Addictions and
Gives alcohol special effects
Disables the harder addictions
Gives nicotine an a special effect
* remove >0
* safety
* Update medicine.dm
* Update medicine.dm
* Update food_drinks.dm
* update lazydefines
* disable alcohol addiction on virgo
* use lazylen, proper addiction end messages
* cure message bugfix
* use right args
* proper macro
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Co-authored-by: C.L. <killer65311@gmail.com>
* Consolidates the species _vr override files.
* Bugfix: Moves xenochi brain var to base brain
* gluttony
* Moves teshari to station.dm
They ARE station crew, after all.
* byebye
* RIDICULOUS
* ears
* this got lost
* this needs real unfucking
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* removes vore
gif showing vore still works https://i.imgur.com/Vda4yns.gif
* More unarmed bugfixes
* No crawling while grabbed
* lazylen and return early
* Various medical fixes. Kiosk Rework.
qol: Reworks the medical kiosk to have use. It now dispenses small amounts of painpills and medications to help stabilize you to get you to medical before you croak.
qol: Lungs no longer IMMEDIATELY risk popping if you forget internals for one second. You now have gradually accumulate damage over time. Get those internals on quick!
qol: Infections now give you a better alert that it's an INFECTION you have instead of just a random 'you feel itchy' so players are less blindsided by infections.
qol: Adjusts the text that you get when you suffer internal bleeding. Now it sticks out more during fights so you can know you have IB and get to medical quicker.
add: Makes the medical kiosk actually DETECT more issues than before. Now it actually does a full body scan on you to see what's wrong with you!
qol: Crayons and markers are no longer the strongest poison in the game. One crayon won't OD you anymore, but two will. One marker can still OD you with disaster effects if you eat it entirely. OORAH
fix: Crayons and markers get properly added to your stomach
fix: inaprovaline PROPERLY affects internal bleeding now.
qol: Putting pressure on an external wound will put some pressure on arterial bleeds as well, helping decrease (but not entirely stop) bloodloss.
code: Changes a few sections in the code to use REAGENTS_OVERDOSE instead of just a plain number.
code: Gets rid of a few //EDIT comments for better code quality.
code: Moved internal wound handling to handle_blood()
* Flavor adjustments
* words hard
* Fixes CPR as well
Fixes CPR bug
* Vox can be defibbed
Still can't be resleeved, but you can shock them back to life.
* cpr bug fix electric boogaloo
* Adds Trait Genetics from Outpost21
Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)
* Morph trait
* Fixes a server crashing bug with flip
aa
* flip
* Makes morph superpower better
- Makes it use the appearance_changer instead of 1000 different procs
- Makes cocoon weaver able to change eye and skin color.
I did NOT select you. BAD
* begone
* fix dna modifier
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* revert
revert the dna changes there
* Deconf
* gets rid of unused proc vars that did nothing
* expects enough free slots
* glob
* fixed and added two other tests
* another few tests
* this is a list
* fixed bad injector
* lets wrap these for sanity
* better feedback
* wrong name
* don't allow multiple occupants into the dna pod
* future traits will have activation levels instead of binary on/off
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* Fixes deadringer not properly deathgasping the right entity
* Wounds properly get delted off destroyed limbs
* Update vorestation.dme
* Runtime fix & DNA lock fix
* More qdels
* qdel
* comment out
* usr to user part two
* this can be null
* A few edits
- Gets rid of src. in a few places that were edited
- Gets rid of a few //VORESTATION comments
- Removes an unneeded sanity check in sizegun_vr
- Gets rid of a mind boggling !usr check in mob.dm
- Changes usr to user in sizegun_vr.dm
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Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
Makes early stage lung damage (rupture_lung causes 10 damage) not nearly as lethal due to blood loss, but still leaves a good possibility of death via suffocation without medical treatment, but not nearly as likely, as it requires a very long run of bad RNG to achieve enough oxyloss to reach crit.
However, brain damage is still possible even with small amounts of oxyloss, , which will cause other problems later down the line
Meanwhile, late stage lung damage (30+) is untouched other than the blood loss being decreased.
This requires actual damage to be done to your lungs via things such as piercing weapons or other internal organ damage sources to reach that point.
This should be much more rare, but is a genuine medical emergency that - as testing showed - will more likely than not stack up suffocation damage and kill you over time without intervention, without blood loss even needing to peek it's head in the door to kill you.