* New tator item: Air Shoes
New 'air shoes'
-intended tot item for 4-5tc
-functionally wheelys that can ollie as well
-slight maneuverability in 0g just like moths
Co-Authored-By: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
* things changed
-tried giving them the ability to ollie but botched it and idk how
-nvm baiomu told me
* Update scooter.dm
sparks appear on activation of shoes
* making it so if atmos is ok and gravity is gone yo can still move
* LAST THING DIDNT WORK
trying tje walk in pressurized thing again
* what do you MEAN UNDEFINED VAR
* stole from mothcode again instead
fuckin indentationerrors
* Update miscellaneous.dm
* fuck it dealing with this part later
* SPRITES BABEY
airshoes have proper worn/item sprites now
* changing shoe toggle sprites
toggling them on has its own sprite, but working on getting the ollie one to work properly
* Update shoes.dmi
* another shot at the movement in 0g
second attempt at allowing movement in 0g and atmos
* headache part 4
* Update miscellaneous.dm
* messed up vehicle sprites
added in icons for riding but sprites are a bit buggy atm, will replace later when replacements come in
* trying to figure out why a button wont change
* got it
no longer skateboard ollie
* just had a worse idea
gonna replace noslip with something else
* yes its dashing
* jorts
* jorts 2
* vehicle sprite
* last sprite thing
added custom sprite for shoe dash
* shoes can be renamed now
* Update miscellaneous.dm
* other actions now available+fixed sprite mistake
-removed a redundant line stopping the action from being recognized
-removed old shoe vehicle sprites so there's no shoes on top of shoes
* adds shoes to uplink and changes dash name
-alphabetically added to misc gadgets section
-name of dash changed from 'activate air shoes' so its less confusing
* Update miscellaneous.dm
* fixed a problem
walking while dashing used to just interrupt the dash so i just made the dash happen faster
* setting up knuckles
* trying to get status effect working
* got first ability working
* trying to set up second action
* second power working kinda
* got moves and cooldowns working
* attempt at keeping track of targets take 2
* made visegrip check all candidates i think
ability now properly checks if anybody around is marked before returning
* did the same thing for the other move
* replacing the bad idea that was the ashy spellblade
* adds some sprites and prevents stunlocking
* Update necropolis_chests.dm
* Update necropolis_chests.dm
* last sprites and cleaning up
* alternate cooldowns for people and otherwise
* Update code/datums/status_effects/knuckleroot.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/datums/status_effects/knuckleroot.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/datums/status_effects/debuffs.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update knuckleroot.dm
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* fixes merge conflict
Co-authored-by: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
Co-authored-by: ToasterBiome <baiomurang@gmail.com>
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* New tator item: Air Shoes
New 'air shoes'
-intended tot item for 4-5tc
-functionally wheelys that can ollie as well
-slight maneuverability in 0g just like moths
Co-Authored-By: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
* things changed
-tried giving them the ability to ollie but botched it and idk how
-nvm baiomu told me
* Update scooter.dm
sparks appear on activation of shoes
* making it so if atmos is ok and gravity is gone yo can still move
* LAST THING DIDNT WORK
trying tje walk in pressurized thing again
* what do you MEAN UNDEFINED VAR
* stole from mothcode again instead
fuckin indentationerrors
* Update miscellaneous.dm
* fuck it dealing with this part later
* SPRITES BABEY
airshoes have proper worn/item sprites now
* changing shoe toggle sprites
toggling them on has its own sprite, but working on getting the ollie one to work properly
* Update shoes.dmi
* another shot at the movement in 0g
second attempt at allowing movement in 0g and atmos
* headache part 4
* Update miscellaneous.dm
* messed up vehicle sprites
added in icons for riding but sprites are a bit buggy atm, will replace later when replacements come in
* trying to figure out why a button wont change
* got it
no longer skateboard ollie
* just had a worse idea
gonna replace noslip with something else
* yes its dashing
* jorts
* jorts 2
* vehicle sprite
* last sprite thing
added custom sprite for shoe dash
* shoes can be renamed now
* Update miscellaneous.dm
* other actions now available+fixed sprite mistake
-removed a redundant line stopping the action from being recognized
-removed old shoe vehicle sprites so there's no shoes on top of shoes
* adds shoes to uplink and changes dash name
-alphabetically added to misc gadgets section
-name of dash changed from 'activate air shoes' so its less confusing
* Update miscellaneous.dm
* fixed a problem
walking while dashing used to just interrupt the dash so i just made the dash happen faster
* baseline for the toy or something idk its 3am
* worked on the actual abilities a bit
stole code from changelings and legionnaire and cursed heart, probably gonna rip from sentience potion later too
* Update necropolis_chests.dm
* bloodlings real
* loyalty and hostility success
* BUTTONS APPEAR NOW LETS GO
* spell works but still need to implement cooldown
* working on second spell
* SECOND SPELL OWRKS NOW
* changed grandcore sprite
* updated sprites
* Update necropolis_chests.dm
* WHY IS IT EMPTY
* replaces hardsuit with funy organ
* making sure bodies still exist in bloodmen
* bloodmen now only make new bloodmen and dont drop anything
* working on making shit work for bloodless mfs
* reverts racism against bloodless races
* racism is only good if its towards lizards
* made my mess in the hivelord.dm easier to read
* limited bloodman count to 3
* removes adminmessage on spawning bloodmen because i dont need them anymore
* added sprite for last spell
* Update conjure.dm
* SUMMON SPELL WORKS
LETS GOOOOO
* sounds
* bloodman balance or something i forgot
* HOW HARD IS IT TO ADD A COOLDOWN
* fucking dying and also changed hand color i guess
* finally implemented a cooldown god
* Update necropolis_chests.dm
* Update godhand.dm
* adds spaces to procs and also brings back missing conjure code
* moves blood stuff to the bottom of the file
* cuts down on bloat for bloodlings/bloodmen
removed things i'm not changing from original legions
* makes it so bloodlings dont turn the room into a fucking blender
* summon bloodman spell now just charges you per bloodman
* Update necropolis_chests.dm
* Update necropolis_chests.dm
* replaces copying cardinals and diagonals with glob.alldirs
* fixed thing that accidentally let bloodman spell work on living people
* idk what the green emoji is but i'm assuming disgust
changes raisehand desc to reiterate the function of the spell
* Update code/modules/spells/spell_types/godhand.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/spells/spell_types/godhand.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* grandcore animated a bit now
* Update godhand.dm
* why the fuck is this still here
* thought i undid the changes so trying this and seeing if it works
* Revert "thought i undid the changes so trying this and seeing if it works"
This reverts commit 6fa3cf8ab3.
* hate yarn
* moves all changes to bottom
* Update hivelord.dm
Co-authored-by: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
Co-authored-by: ToasterBiome <baiomurang@gmail.com>
* i forgot how to make an pr again
wait had to save it oops (ignore this i'm just stealing the vortex talisman code as a reference)
* 'expected end of statement' shut up
* told legion to drop crusher trophy
* fixed one error and got like 5 in return
* Update artefacts.dmi
* another 'thing that doesnt work dont mind this just updating
* Update kinetic_crusher.dm
the hell is . = ..()
* whatever
ill try again later
* less errors buyt thats probably a step backwards
* why did i remove the fuckin chance line
* new idea old one gone now im working on it
* no more errors im fuckngi brilliant
* nevermind
* final changs thanks baiomu and chubbygummibear
* Ports the bodybag changes
Many changes
* Fixes the thing
Fixes the random change and gives the mining medic locker an environmental protection bag
* Fixed syndicate bags leaking gasses
This seems like a sloppy fix, but it works I guess
* slightly buffs wizard spellblade and slightly nerfs mining spellblade
spellblade's projectile has damage increased to 20 instead of 15. Weak spellblade keeps the normal 15 damage projectiles and has it's dismemberment ability lowered from 50(%?) to 35.
* Update magic.dm
additional lowering
polypore resin count upped to 5 units instead of 3. resin solidifies from water rather than heat. removes tribalordrazine, tribal poultice recipe changed to be that of tribalordrazine. modifies tome of herbal knowledge to reflect changes. adds resin armband. reduces sinew price of chitin spear to 3 from 4. adds tribal bone gel made from gutlunch honey and liquid resin
* replaces eye of god xray with a new status, exposed, which increases incoming damage by 15% for 10 seconds, with the effect lasting longer and having twice the damage increase against megafauna
* omg theos no
* might add an alert at some point idc though
* wtf even is that
* godeye is now colossus loot since the colossus has managed to have 0 actual useful loot unless you count the recharger crystal which only has a small chance to be picked or voice of god which has a small chance to be practical
* missed a space here
* Expanded aux base construction to include a place for building shuttles
* I do as the map man says
* Adds a room for aux base construction
Adds a room for aux base construction, may or may not work.
* Fixes what the map man said
* Changes custom shuttles and mining shuttles so they can dock to aux
Changes custom shuttles and mining shuttles so they can dock to aux base construction.
* piss
* second set of files
* theos feels pain and dies
* code works lmao
* other stuff
* YES YES YES
* Update zombies.dm
* egg
* whoops
* bubblegum alt attacks won't wound
* bone hurting juice hurts bones
* something's fucky wucky
* humans are no longer blue space babes but projectile damage is still wack
* IT WORKS???????
* other stuff
* turns out im big brain and already handled that should be testable live now
* WHOOPS
* medical pens not in stupid area
* fix regen mesh icons
* tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit
* should help
* mapping problem
* fix monkies shitting out blood all the time
* going to remove examine_more being stupid
* this is stupid i think it works though
* Empty commit, more bad code
* this probably fdixes something
* buckshot buffed back to where it should be
* woundings
* missed this one
* fix gamebreaking bug
* turns out damaging ANYTHING causes suit sensors to break whoops
* stuff up to limb disable refactor
* aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades
* Update burn_dressing.dm
* wtf
* shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less
* burn debriding uses the scalpel rather than the hemostat
* debriding for patch/treat no longer causes wounds
* Give syndicate medical cyborg a bonesetter
* like 5 more prs ported
* fixes burn ointment and mesh application not having a progress bar
* gamemode zombies get easydismember and easily wounded
* managed to screw up self cautery this fixes it
* carbons can't use check self for injuries but humans can
* honey gives +2 sanitization to burns
* re-add this if sensors get fixed
* should fix a runtime I made on accident when trying to make examine more less jank
* last 2 prs and some holdup fixes since these touched on that
* set target = src so the progress par shows up i think
* Update mutations.dm
* fixes twohanded reuqired weapons by reverting some change I don't understand
* fixes blood sprites
* actually properly fixes the thing
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Edited Explorer Suit to show racial appendages
Removed flag on Explorer Suit that hid the tails of non-human species such as lizardpeople or felinid. Also added a secret toggleable option on Explorer Suit Hoods that allows racial hair (i.e. horns) to be shown.
* Added var flags_prot to items and fixed explorer gear not protecting jumpsuit from being set on fire
Items now also have an optional flags_prot variable that essentially acts like flag_inv except it does not prevent the sprite from being rendered. The HIDEJUMPSUIT flag has been moved from flags_inv to flags_prot so it can protect jumpsuits from fire again.
* Fixes some stuff
- Removed digiversion and digiadjusted vars from _under.dm and any file they appear in as they are redundant
- Added support to medsci, engi, security, and artist jumpsuits for digialts which I had finished but forgot to put into the PR... oops
- Added digialts for wardens jacket and explorer's suit
- Changed the footwrap icon so it fits digi feet. Only temperary until someone makes a resprite
- Cleaned up some of my previous PRs
* Removes the footwrap changes
- Removes the footwrap as Footwrap re-sprite #11885 by
cuackles has way better sprites than mine and to prevent a merge conflict with it. If that PR doesn't get merged, ill re-add the changes.
* Fixes chaplains jumpsuit
- Fixes chaplain's jumpsuit so it doesn't use the placeholder
* Add files via upload
* changed sigtech, tourist, and clerk icons
added more detail to sigtech icon
new tourist and clerk icons
* Some more icon changes
I uploaded the wrong file
* applied grimm-hollowknight requested changes
Adds new signal technician and paramedic hud icons and reverts clerk's back, all requested by grimm-hollowknight
* ah, so thats why you reverted that change
im dumb
* why cant i merge upstream
why github
* Exosuit fabricator fix
Still dont know how to not add a million commits, so this will have to do
Resizes the gui so it fits the new mat, still need to add dilithium texture but I have no clue how to do that
* Many changes to dilithium crystals
added a polycrystal and refined version, copies of the BS versions
tweeks to make it work as a mat
still needs a crush effect
* Added polycrystal icon
Just a recolor of a BS polycrystal, so it should look fine
* Added dilithium to the mat list
self explanatory
* Added dilithium to some lists
Added dilithium to some lists
* Added dilithium to even more list
added dilithium to the mat requirements for some batteries
* Adds dilithium as a mat
Adds dilithium as a mat so it can be used to make stuff
* Added dilithium to a list
actually its the polycrystal sprite but you know what I mean
* Fixed a small mistake
I uploaded the wrong file. Fun.
* Added a space to a comment
Added a space to a comment
* Removed the comment
Removed the comment
* Added a space to another comment
Oh, there were two comments
* Cut a comment down
Maybe this will work?
* Fixes the line endings maybe
I think this is what Jamie wanted fixed
Also does some stuff with the files because im not uploading the files using Github
* Updated a comment
Removed a place holder, also should remove the whitespace changes as JamieD1 requested.
* Should fix a conflict
* ports cobbychem need a break after this
* fix surface and add stuff to borg hypo whatever
* genius theos
* were it not for the laws of this land i would have slaughtered you
* should fix that
* Update cat2_medicines.dm
* final changes, adds lemoline and gates trekchems behind it, replaces any use of bicaridine and kelotane with their cobby equivalent and adds polypyr and galaxythistles
* icons for trumpet and thistle
* Update other_reagents.dm
* Update other_reagents.dm
* whoops
* Update flowers.dm
* Update misc.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicines.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Update flowers.dm
* forgot this?
* remove old useless vars
* Update cat2_medicine_reagents.dm
* Update medicine.dm
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* ooga booga metal shiny man
* waaah
* FUCk
* fucken wont compile
* stole colossus code will test later
* i literally dont remember coding this but it was 5 am and i think i ascended to godhood
* a single underscore
* might work????? who knows its a surprise
* Update stalwart.dm
* Update stalwart.dm
* nukes these stupid things whyd i put em in
* i'll finish this later
* the perfect crime
* Update stalwart.dm
* Update energy.dmi
* Update energy.dmi
* oh yeah its all coming together
* Update code/modules/mob/living/simple_animal/hostile/megafauna/stalwart.dm
Co-authored-by: Theos <theubernyan@gmail.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/stalwart.dm
Co-authored-by: Theos <theubernyan@gmail.com>
* theos wants me t odo stuff might work maybe???????????????????????????????????????????
* oh yeah this is a thing too maybe??
* this is why you dont copy and paste kids
* whoops blobsweat
* ok theos i maybe fixed your thing hopefully it works
* im going to brush my teeth with a fucking angle grinder
* Update stalwart.dm
Co-authored-by: Theos <theubernyan@gmail.com>
* add the drakeling and stuff related to drakelings
* fuck
* Update drakeling.dm
* stabby
* Forgot that
* makes the drakeling probably slightly less suicidal