* Revamps limb-loss code
- Makes it so everyone isn't at squishy as necromorphs
- Adds in a threshold for 'how damaged this limb needs to be prior' UNLESS you are dealing MASS DAMAGE to the limb, in which case it needs to be >1/2 the limb's hp (NOTE, GREATER THAN, NOT >=. This means the Eblade can not 1hit arms/legs)
-Vital limbs divide damage recieved by 1.5x making it harder for them to hit the threshold to actually take vital limbs off.
- When limbs enter 'critical state' (They were already at max damage and has been damaged even further) they are 3x more likely to get chopped off.
- Projectiles are WAY too strong and have been WAY too powercrept. Damage dealt by them is divided by 1/2 for all of limbcode, meaning a 60 damage revolver is the equivalent of being hit by a 30 damage attack. If this is dealt to the head, this is the equivalent of being hit by a 20 damage attack. (no delimb)
- Fixes a bug where sharp weapons were TRIPLE DIPPING their delimb chance.
- Gets rid of brute weapon tearoff. They ONLY have the gib chance now.
- Chances for objects removing your limbs has been HEAVILY lowered.
* I guess mobs get projectile as well now
* Convert all preferences to /tg/ preferences
* Move obfuscate key/job to game options
* Add abstract_type to each of the new subtypes
* Convert ignored players to tg prefs
* Yet another global category list removed
* Fix error, convert client FPS
* Convert UI_style, UI_alpha, and UI_color to tg prefs
* Clean up a little, convert tooltipstyle
* Convert ambience to tg prefs
* Remove chat_timestamp, tgchat can do this internally and gives localized results
* Convert admin ooc color to pref, merk 01_ui.dm
* Convert uplinklocation to a tg pref
* Fixup byond:// links
* Convert name_is_always_random
* Convert spawnpoint
* v16 savefile migration in prep for converting 03_body.dm
* Convert all colors to tg prefs
* Finish converting ooc notes
* bunch of inits withou return
* Update cans.dm
* bunch of New to Init
* fix that
* .
* .
* move black hole to init and callbacks
* .
* oups, should not do that late at night
* some more without returns
Added the option for hanner and replicants to use digitigrade legs.
Changed the total reform ability to account for clothing to match the sprites to the leg type of the new form.
Why not proteans and prommies? Proteans use prosthetic legs that do not change appearance based on the digitigrade option. Prometheans do work with digitigrade legs but they currently do not match the opacity of the rest of the body.
Added a new verb called "Play Hand Games", found in the IC tab under the Game category. This verb allows you to play one of the following games with someone next to you or over a small table:
- Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
- Arm Wrestling. Players choose a strength and a roll is made that is weighted by the scale, larger characters have an advantage.
- Slap Hands. Players choose a reaction speed, and a roll is made that is weighted by scale, smaller characters have an advantage.
- Thumb wars. Literally just RNG for a free roll at any time.
* Adjusts movement delay to be broader and fix an exploit
- Fixes an exploit where using items that give negative slowdown combined with species with increased 'item_slowdown_mod ' would hit the speed cap (Teshari, custom species with weakling major)
- Removes vorestation comments in the code
- Revamps how the 'calculate_item_encumbrance' works (With comments of how to revert to a fixed version of the old system if it proves to be too resource intensive)
* Adds comment
* part 2 borg customization - First downstream of new sprites.
this is a wip, il post when its finished in the comments. backing it up this way.
* Update dullahans64x64.dmi
* Update dullahans64x64.dmi
* Update dullahans64x64.dmi
* fixing science wing sprite
* adding in the code now
* 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
* Portable Turret Optimization
Optimizes portable turrets. Takes from Chomp PR here: https://github.com/CHOMPStation2/CHOMPStation2/pull/8088
Optimizes them further by changing mobs_in_xray_view to mobs_in_view.
Reason: mobs_in_xray_view was adding mobs that were out of sight (behind walls) to the target list and trying to do pathfinding to shoot them. If you had 20 mobs around a PoI with turrets, it'd use a LOT of CPU needlessly.
Also adds in Chomp's /mobs.dm helpers as they're helpful.
* Ports over Chompstation Sound Optimizations
- Replaces for( listeners) with a check that sees if a listener is ALSO a hearer
- Makes it so even if there is no vary, if someone has a frequency it uses the frequency for playsound_local
From https://github.com/CHOMPStation2/CHOMPStation2/pull/8088
* Moves simple mob belly loading to on demans
* style
* early
* multibelly
* even more human
* .
* bunch of update_fullness
* animals need an icon refresh
* the icon has the fullness part, optimize that
* one more
Added christmas catslug variant.
Added a grey scaled drake variant of the dragon, specifically intended to be played by the creator of the art for the upcoming event (and future events), as it's not quite polished yet for every day use. Though they are fine with it being used in other ways here and downstream if desired. The creator is grayscaledrake.
- Fixes borg overlays disappearing when slipping on something like ice or being stunned and never coming back until a new module is selected.
This meant things like eye overlays were in a permanent state of limbo until you selected a new module.
- Brings the file up to date with (not really new but not old) standards of not using "src."
* Streamlines borg icon generation
Cross-port of https://github.com/TS-Rogue-Star/Rogue-Star/pull/708
Makes borgs not super super wonky with icon generation
https://i.imgur.com/qp8K2tD.gif
* Virgo Specific
* Makes borgs use flags
Instead of the copy-paste gore that was EVERYWHERE
* Makes it a list. ADDS WARNINGS.
* I don't know hexi!!!
* Sit!
* Changes them to the new paths
* Makes cyborg guns modular
* whoops i forgot a word
* Makes dogborg melee modularized
Makes it so you can have a generic 'melee' sprite and a 'dagger' sprite.
* blade
Downstream compat
* Moves it to a nicer check loop