* fix adminjump to area (#16853)
* fix a runtime in the keyloop (#16852)
* fix a runtime in the keyloop
* also fix that
* gloves runtime
* do it proper
* fix stun effect act (#16850)
* fix a runtime and some usr to user (#16849)
* fix a runtimg and some usr to user
* .
* .
* more usr
* fix some bad replaces (#16856)
* fix a lot of map issues (#16857)
* fix a lot of map issues
* fix SM template...
* fix change turf (#16860)
* Fluff item for Beeholddrbeesphb/Evelynn (#16859)
* Fix synth_color not working (#16866)
* Fix synth_color not working
* Fix spawnpoint pref
* living
* oups
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
* 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
* Winter event mobs (#16768)
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.
* fix (#16767)
* Makes limbs able to be chopped off with reasonable limits (#16766)
Moves around limb code a bit to make cutting/destroying limbs ACTUALLY possible.
Previously, destroying a limb required you to:
1. Reach the person's max_damage to even let you start having a _chance_ to destroy the limb.
2. Have to have a REALLY strong weapon to destroy/cut limbs. We're talking about a weapon requiring 50 to 80 damage depending on the limb to destroy it.
3. Even IF you managed to get a weapon that could destroy a limb, you STILL had a random prob() based on the damage dealt in that blow.
This changes it so instead of requiring you to reach the limb's max_damage to start having chances to drop, it makes it so limbs have two factors: How damaged the limb currently is AND how strong the blow it.
This still has thresholds. You can't grab a 5 damage butterknife and chop people's limbs off. But if you step in a 30 damage beatrap, or have a 45 damage rock drop on your hand, it might actually get gibbed or knocked off!
* initial ghost spawn is important... (#16760)
* initia ghostl spawn is important...
* .
* On demand belly loading & multibelly (#16758)
* 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
* Add launch eject option for vore panel (#16755)
* Small bugfixes / clarifications (#16763)
* Fixes mech cloak having the wrong path
From Outpost21 Commit a64c3ad.
* clarified player record console buttons
"Player had issue with button confusion, and reviewing the buttons they are WAY too similar. changed refuse update to DENY to ensure no at-a-glance confusion"
From Outpost 21 Commit 32bc6f7
* simple doors use their own bump timer and not the user's
simple material doors no longer use the USER'S last bump time, and isntead use their own for locking interaction. They now open promptly when bonked into and close after some time when clicked (they are meant to be slow after all)
The bug was casued by using the user's bump time. So if youtouched anything like a wall within the last 60 ticks (including the door itself) it wouldn't open
From Outpost21 Commit 783ef0a
* ears + horns (#16764)
* few more defines (#16765)
* Allows borg tasers to properly charge when in charging ports (#16753)
* taser
* Adds sanity check
* Turret & Sound Optimizations (#16754)
* 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
---------
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: dan <75939194+PastelPrinceDan@users.noreply.github.com>
* 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."