* Surgery Defines
Adds some defines to surgery to make it easier to track how 'open' someone is instead of magical numbers.
* Make frankensurgery less punishing
Makes frankensurgery less painful.
Resleeving is a thing and is MUCH easier to do.
Having brain surgery apply a permanent debuff to people just means that the 'ideal' thing is to always resleeve/clone. This gets rid of the debuff.
* Setting vital in a few places
* Makes infected wounds not kill in stomachs
Wounds still accumulate in stomachs, BUT the germ level of the external organ won't increase while being digested, meaning you won't get massive infections while doing a long-digestion scene.
It was done here instead of in handle_germ_effects() so you can't just eat someone with major infections and act as a statis stomach.
* Internal bleeding tweaks
Makes internal bleeding slower if you have the IB cure (myelamine)
Makes internal bleeding not get worse if you have the dermal equivalents of bicard+inaprovaline
* Update neck.dm
* Some more aggressive reform healing
Makes reform healing do some more healing to bring them back. Instead of healing just 6, heals a flat 25 now of brute, fire, clone, and toxins.
It then sees if you're 'below revival point' and if so, it gives you a much stronger heal to ENSURE you are brought back.
* forgor to check this in the .dmi
This is what happens when you have minitest selected and have your .dme ignored by default!
* Update blood.dm
* this comment is no longer relevent
We have LVADs now!
* Makes tourettes not trigger more if you have slow pulse
This was presumably meant to increase your chance of a tic if you have a higher pulse, not if you have a slower/more calm pulse.
* More edits
* Update generic.dm
* Upport these
* wtf
* Update negative.dm
* Hard feet into a neutral
* revert
* type-o
* Makes toxin_gut a trait.
Better as a trait than a var.
* Fix these
Was free trait otherwise
* Update negative.dm
* Fixes these as well
* Update low_sugar.dm
* Update vorestation.dme
* Converts these to components
Still needs optimization.
* Makes absorbent a component
* Implements deep sleeper
* Update living_movement.dm
* Update living_movement.dm
* Update negative.dm
* why not
* Adjust these
* Update positive.dm
* Update positive.dm
* Eh, let's lower this some.
* Add singulo mtabolism
* these too
* Make this use bloodloss_rate
* Update negative.dm
* grapples you
* Update mob_grab.dm
* my brain hurts reading this
please leave more comments
* Slippery
* enable
* Remove waterbreather from breathless
Unneeded
* Update negative.dm
* Update low_sugar.dm
* Update snacks.dm
* Port /datum/status_effect system
* Port fire stacks to status_effects
* Fixes and adjustments to wetness
* One last little thing
* Fixes these compile errors
A few things on the backend got updated...Adjusts them here.
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Adds rec room capsule and stupid dumb meme loss capsules
* Creates MANY new shelter capsules
* maybe this should be above the misc category
* Pretties up Christmas capsule
* makes more normal shelters more evenly likely
* Breaks up map slection into tables, adds blacksmith + meth lab
* adds a sentient prize handler to the rec room
* tweaks paintings in rec room capsule a lil more
* Fixes accidental stacked doors in dumb loss capsules
* Adds art gallery
* miscellaneous minor tweaks to shark pool/ rec room
* Adds garden shelter
* Makes "pool" shelter a bit more dangerous and vorny
* Adds mimic hell
* Minor tweaks
* adds AREA_BLOCK_INSTANT_BUILDING flag
* sleep cleanup of capsule code
* Adds off-color double-bedroom shelter
* Adds living room redspace shelter
* Flags a fuckton of areas with AREA_BLOCK_INSTANT_BUILDING
* NO LINTER YOU DIDN'T SEE THAT SHUT UP 😭
* Adds redspace capsule to recycler vendor shop
* Adds bluespace capsules to Research
* makes shelter capsules actually print their flavor text whoopsie
* On second thought how about durasteel instead of plasteel to print these
* capsule QoL + potential exploit removal
* Adds candlelit dinner redspace capsule
* Replaces a couple airlocks in two pre-existing shelters with vertical ones cause it looks nicer that way
* And maybe a privacy bolt button here in the bar bathroom
* Adds cafe capsule - dear god stop me PLEASE
* Decorates cafe pod a bit more
* some recroom tweaks to make it look even NICER and removes automated prize vendor to make room for fake casino chips SOON
* I should have done this ages ago to make things visually clearer for me when mapping...
* Adds ADMIN-SPAWN-ONLY tesla capsule
* Fixes mis-print of capsule template info
* oops messed up some things with the tesla capsule apparently :(
* Fixes redspace capsule flavor text
* adds capsules to explo vendor (will this ever even be used??)
* Makes dangerous capsules more dangerous
* Adds privacy features to rec room capsule
* Replaces chips in rec room capsule with fake ones
* Begin antag component
* Initial changeling move
* Slow...And...Steady...
* Initial
* remove toworld testing
* More adjustments
* Update absorb.dm
Changelings get a genetic point per person absorbed
* Fixes losing your markings
* wa
* Update modularchangling.dm
* BETTER LING
WITH TGUI
* Gives all stings a global 1 second cd
Need to come up with a better way for this.
* snake_case
* Update epinephrine_overdose.dm
* Update changeling.dm
* Absorption/digestion absorbs people
Also disabled death sting because gtfo with that, it's unfun for everyone involved.
* prey ling
also DELETES death sting...It didn't even KILL properly
* fixes EMP shriek
* Update vorestation.dme
* Ling
* Unfat sting lowers nutrition more
* Update visible_camouflage.dm
* Update visible_camouflage.dm
* Changeling blades NOT embed
* Armblade fix
* Changeling spacesuit free
* Updates the armor
* Updates
* awa
* More
* Update blind_sting.dm
* Update blind_sting.dm
* Update boost_range.dm
* More adjustments
* Update _reagents.dm
* Update bioelectrogenesis.dm
* more
* all done
* awa
* shhh
* Update visible_camouflage.dm
* Update visible_camouflage.dm
* Update visible_camouflage.dm
* decon
* gets rid of AB+ blood
* Blood rejection and better checks
* changeling holder
* proper del
* Changeling lock
* Stops bodytheft
* yeah
* its reviving time
* Lets them shapeshift
* ah
* check
* Update negative.dm
* Update examine.dm
* forensics datum initial work
* typo fix
* glove recursion fix
* missing bloodtype on organ data
* removed frustrating and unneeded b_type var from humans
* no leaky
* listcheck
* documenting
* documentation
* spooky
Adds horror organs and reworks the redspace effect
Proper organ names & tweaks
- Lowers time of the internal organ surgery steps. Min&max is the same
- When going to remove an organ, it now shows you the name of the organ instead of 'what it is'
- Removes the inability to put dead organs in bodies...Even if it's dead, you can still physically put it back in.
Fixes everyone that was missing spleens
Fixes worm meat not runtime when cut
Stumbled across these...Fix them to forcemove
* LINT
* fine you win DM
* Secret~
* Berserker PSG
* Makes PSGs more acquirable.
- Makes PSGs more acquirable
- Standardizes the PSG names (PSG Variant-XXX)
- Adds the PSG-BIO to the CMO's locker and CMO supply crate(Just reduces toxin/oxygen/clone attack damage taken)
- Adds the PSG-Melee to the Pathfinder locker
- Adds the PSG-BIO to the Pathfinder Medic locker
- Adds the PSG-S to HoS locker (and HoS supply pack)
- Makes it so the Exploration shield pack has a melee and upgraded mining (mob combat) PSG
* Defib and tank
* Defib, CPR, and stabilizer changes
qol: Defib now informs you WHY it's failing, so you can properly fix the problem.
balance: CPR can now REVIVE people if their HP is below a threshold with a 10% chance per CPR usage.
balance: CPR will cause the recipient to metabolize reagents.
balance: CPR now has a small chance of causing brute damage and rib fractures to the chest.
balance: Patient Stabilizer will cause the patient to metabolize reagents if dead.
* Broken bone fix
A fracture has a random chance of shifting around inside the first time you break it.
* shadekin runtime fix
* tgui
Adds two new TGUI states - living and living_adjacent
Fixes tram to allow mobs (and robots)
* Vital Organ chance fix
* flip flop
* The mob/living/Destroy() consolidation
* The mob/Destroy() consolidation
* The /mob/living/carbon/human consolidation
* The datum/Destroy() Consolidation
* The /atom/movable/Destroy() Consolidation
* for human
* Fixes see_invisible getting overridden
- Fixes see_invisible from being overwritten if your see_invisible_default is > SEE_INVISIBLE_LEVEL_ONE.
* Fixes ghost manifest() proc runtiming
- Fixes a runtime of when manifest() was called on a ghost with no user. Allows admins to call manifest() without it runtiming.
* Fixes the ghost 'Toggle Visibility' verb
- Due to it being a variable on the proc itself, it wouldn't properly call and store the time..
* Fixes feysight
- Feysight was trying to give vision into the 'see_invisible 60' layer but had forgotten to also give you the plane_holder for that layer.
* fix span
* More fixes
- Allows ghosts to ACTUALLY USE the ghost whisper and become visible proc if their is_manifest is enabled via admins.
- Allows admins to give any /mob verbs and procs instead of just /mob/living via admin add_verb topic
* False
* next set of spans
* some more
* next
* next
* next
* .
* text...
* next... rest soon
* .
* .
* ok last set for the night
* .
* .
* .
* .
* some more
* next
* next
* all for now
* .
* some more easy ones
* some more easy ones
* .
* .
* some more bolds
* oups auto complete moment
* add the remaining spans
* this as well
* this as well
* .
* .,
* resync them properly
- Adds ability for modifiers to use a custom _vr sprite file.
- Changes the appearance of the sprite used for the shield overlay.
- Adds ability to color the shield sprite via a multitool.
- More fiddling with numbers...
- Allows rechargers to recharge them to allow for non-recharging variants to recharge.
- Gives shields a default 'cyan' color.
- Adds a mining disk to the equipment vendor to upgrade it.
- Adds more variants
- Adds personalized power cells for the shield generator.
- Adds more variants.
- Fixes a mixup of words.
- Rebalances some of the modifiers to make it so they ramp up slower & have at least some effect when nearing the end of the charge.
- Fixes a dividing by 0 bug on specialty shield generators, such as the 'parry' one.
- Adds a huge text wall to explain this stuff to future people.
- Power cells now take longer before starting to charge and now charge slower by default.
- Changes how it mitigates damage.
- It now only affects external attacks (punches, mobs, items, guns, etc.)
- Now is PRE armor mitigation! https://i.imgur.com/CXx82J5.png
- Adds variants. Allows mobs to use the new variants, but not the pack itself.
- Adds an extended description and fluff text.
- Adds ability to have both min&max for each variable.
I still need to make them have specialized recharging batteries (especially for the belt unit), but currently the normal recharging batteries are fine.
- Changes Water Breather to Aquatic with a slew of new features.
- Gives Akula and Skrell Aquatic by default. Lets Xenochimera choose Aquatic as a neutral trait.
AQUATIC:
- Gives the person the water_breather variable
- Allows the person to move in water better. (No slowdown in shallow, 1/2 slowdown in deep)
- Gives two new commands that can be used.
Command #1: "Dive under water / Resurface"
- Allows the user to dive under water, making them harder to see (still somewhat visible and able to be clicked, however) and enabling usage of the next command.
- Gives them a speed boost (1.5) when fully submerged, meaning they can move in shallow water faster than normal and deep water at 2.5 slowdown instead of 4 slowdown w/ the water_speed variable alone.
- Makes them 1.5x weaker to shocks while using this (due to being fully submerged). This, combined with being weaker to shocks when coated with water makes them much weaker to shocks.
- Makes them 25% weaker with melee weapons when underwater. Swinging a tool in water is difficult!
- Makes them have a -50 accuracy penalty when firing guns under water. (I did want to make it so you could not fire guns at all, but that framework did not exist.)
- Makes them have a 30 evasion buff. This means they have a slightly better chance of evading shots, but if they get hit with a taser they're going down in a single shot.
- Upon stepping out of the water, all the above perks/debuffs immediately cease.
- Command can also be used to resurface, which also stops the above.
Command #2: "Devour From Water"
- After the user is fully submerged, allows the user to select a target that is also in the water (only in the water/on water turf such as a beach shoreline)
- The target is alerted something is circling around them.
- After 5 seconds, the target is eaten by whatever selected belly the predator has selected.
* [the who - baba o'riley plays in the background]
* i need more POWER
* rewrite pt1
* bug fixo
* uh oh! they're obtainable!
* verbs
* knif
* furthur cleanup
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>