* 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>