* Reworks EVA suits to instead be a clothing variable
* Now a component instead of a variable
* random recompile
* Lets people also get the component, not just clothing
* random recompile to fix lintbot
* Updates melee weapons
* only checks the jumpsuit rather than every clothing item
* fixes contractions to proper english in negative.dm
* fixes possessives in miscellaneous.dm
* fixes capitalization in brain_item.dm
* fixes capitalization in liver.dm
* Fixes negative.dm typo
* adds a missing i to ai _DEFINES
* Fixes typo in cargo defines to spell auxiliary properly
* fixes contractions in code\datums\action.dm
* fixes capitalization in code\datums\components\religious_tool.dm
* Fixes spelling of sudoriferous in code\datums\diseases\advance\symptoms\fire.dm
* changes necrotizing tissues and organs to necrosing tissues and organs in code\datums\diseases\advance\symptoms\flesh_eating.dm
necrosing is proper english here
* Fixes a missing letter in code\datums\diseases\advance\symptoms\itching.dm
* Changes s to z in code\datums\diseases\advance\symptoms\radiation.dm
* Updates clarity in code\datums\diseases\brainrot.dm
* spells vengeance properly in code\datums\diseases\parrotpossession.dm
* fixes grammar in code\datums\diseases\wizarditis.dm
* fixes the spelling of "casualties" in code\datums\ert.dm
* removes extra t in code\datums\martial\cqc.dm
* Updates code\datums\martial\flying_fang.dm to match style of previous code
* adds t to code\datums\mutations\antenna.dm
* spells agitation right in code\datums\mutations\hulk.dm
* spells perceive right in code\datums\mutations\sight.dm
* fixes a contraction in code\datums\ruins\lavaland.dm
* changes "unbreachable" to "impenetrable" and "tradestation" to "trade station", as well as fixing a typo in code\datums\ruins\space.dm
* fixes typos in code\datums\shuttles.dm
* fixes a typo in code\datums\station_traits\negative_traits.dm
* Fixes a typo in code\datums\station_traits\positive_traits.dm
* Fixes spelling in code\datums\wires\mech_fabricator.dm
* fixes typo in code\datums\wounds\burns.dm
* resanguination is not a real word
* fixes typo in code\game\gamemodes\changeling\traitor_chan.dm
* fixes typos in code\game\gamemodes\clock_cult\clock_cult.dm
* fixes spelling in code\game\gamemodes\cult\cult.dm
* adds an s to posses in code\game\gamemodes\eldritch_cult\eldritch_cult.dm
* fixes a spelling mistake in code\game\gamemodes\hivemind\radar.dm
* fixes a typo in code\game\gamemodes\malfunction\malf.dm
* fixes spelling mistake in code\game\gamemodes\wizard\wizard.dm
* Fixes a spelling mistake in code\game\machinery\bounty_board.dm
* fixes whatever the fuck medical kiosks were spelling wise
* removes a t and lowercases bluespace as it isn't a proper noun in code\game\machinery\sci_bombardment.dm
* Fixes spelling mistake in code\game\machinery\shuttle\shuttle_heater.dm
* Fixes spelling issue in code\game\machinery\stasis.dm
* Fixes spelling issue in code\game\machinery\telecomms\computers\logbrowser.dm
* oranges can't fucking spell in code\game\mecha\equipment\tools\medical_tools.dm
* authentication is now spelled correctly in code\game\mecha\mech_fabricator.dm
* fixes spelling mistake in code\game\mecha\mecha.dm
* Updates "Defence" to "Defense" to be more in line with sprite information
* Fixes spelling issue in code\game\objects\items\grenades\chem_grenade.dm
* updates mecha defence mode to defense mode to be more in line with what is written as the icon_state
* Fixes english in code\game\objects\items\implants\implant_greytide.dm
* fixes spelling issue in code\game\objects\items\robot\robot_parts.dm
* fixes spelling issues in code\game\objects\items\storage\lockbox.dm
* Revert "Changes s to z in code\datums\diseases\advance\symptoms\radiation.dm"
This reverts commit 170f514f67 to change the z back to an s
* updates an extra m in object path in code\game\objects\structures\signs\signs_departments.dm
* spelling fix in code\game\objects\structures\crates_lockers\closets\bodybag.dm
* spells otherworldly correctly in code\game\objects\items\twohanded.dm
* food service is 2 separate words in code\game\objects\structures\crates_lockers\closets\job_closets.dm
* Fixes a spelling mistake in code\game\objects\items\toys.dm
* Fixes spelling of Nanotrasen in code\game\objects\items\supermatter_delaminator.dm
* Adderall is a proper noun in code\game\objects\items\sharpener.dm
* fixes spelling mistake in code\game\objects\items\religion.dm
* code\game\objects\items\puzzle_pieces.dm
* Janitalia is a proper noun
* Fixes spelling of occurrence in code\game\objects\items\miscellaneous.dm
* fixes the spelling of nurture and fixes a title in code\game\objects\items\manuals.dm
* @cuackles can't capitalize in code\game\objects\items\holy_weapons.dm
* nobody can spell environment in code\game\objects\items\holosign_creator.dm
* code\game\objects\items\gems.dm spelling fix
* spelling fix in code\game\objects\items\cards_ids.dm
* spelling fix code\game\objects\items\airlock_painter.dm
* map object paths updated for the one letter change to an object path
* more fixes
* Revert "updates an extra m in object path in code\game\objects\structures\signs\signs_departments.dm"
This reverts commit 98cb63b396.
* Revert "map object paths updated for the one letter change to an object path"
This reverts commit f4220a3505.
* Update mecha_topic.dm
* i hate myself
* Makes OpenDream compilation ignore the max BYOND version stuff
OD doesn't really have a consistent, exact BYOND version it's even trying to mimic, necessarily, so
* Removes dead members with types that don't even exist
OpenDream picked these up after I made it actually require that typed members actually get their type defined at any point.
Some interesting examples include a riding_datum member that is some left-over before we moved riding into a component, and a reference to some old aspect of goonchat.
* test
* done
* lastly
* shocking
* bit
* span span
* change
* delete other things
* no it was green
* forgot one decal
* sprites slightly adjusted
* bugfix
* reverse
* ⠀⠀⠀⠀⠀⠀⠀⣠⣴⣶⣿⣿⣷⣶⣄⣀⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣾⣿⣿⡿⢿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⢀⣾⣿⣿⡟⠁⣰⣿⣿⣿⡿⠿⠻⠿⣿⣿⣿⣿⣧⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⣾⣿⣿⠏⠀⣴⣿⣿⣿⠉⠀⠀⠀⠀⠀⠈⢻⣿⣿⣇⠀⠀⠀
⠀⠀⠀⠀⢀⣠⣼⣿⣿⡏⠀⢠⣿⣿⣿⠇⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿⣿⡀⠀⠀
⠀⠀⠀⣰⣿⣿⣿⣿⣿⡇⠀⢸⣿⣿⣿⡀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⡇⠀⠀
⠀⠀⢰⣿⣿⡿⣿⣿⣿⡇⠀⠘⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⢀⣸⣿⣿⣿⠁⠀⠀
⠀⠀⣿⣿⣿⠁⣿⣿⣿⡇⠀⠀⠻⣿⣿⣿⣷⣶⣶⣶⣶⣶⣿⣿⣿⣿⠃⠀⠀⠀
⠀⢰⣿⣿⡇⠀⣿⣿⣿⠀⠀⠀⠀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠁⠀⠀⠀⠀
⠀⢸⣿⣿⡇⠀⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀⠉⠛⠛⠛⠉⢉⣿⣿⠀⠀⠀⠀⠀⠀
⠀⢸⣿⣿⣇⠀⣿⣿⣿⠀⠀⠀⠀⠀⢀⣤⣤⣤⡀⠀⠀⢸⣿⣿⣿⣷⣦⠀⠀⠀
⠀⠀⢻⣿⣿⣶⣿⣿⣿⠀⠀⠀⠀⠀⠈⠻⣿⣿⣿⣦⡀⠀⠉⠉⠻⣿⣿⡇⠀⠀
⠀⠀⠀⠛⠿⣿⣿⣿⣿⣷⣤⡀⠀⠀⠀⠀⠈⠹⣿⣿⣇⣀⠀⣠⣾⣿⣿⡇⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠹⣿⣿⣿⣿⣦⣤⣤⣤⣤⣾⣿⣿⣿⣿⣿⣿⣿⣿⡟⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠻⢿⣿⣿⣿⣿⣿⣿⠿⠋⠉⠛⠋⠉⠉⠁⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠉⠁
* cool add
* kol
* done
* you cant see them
* final
* unga bunga
* FUCK
* f
* finish
* use smart fridge ui
* fix
* forgot
* thanks biomu
* final fix
* C++ demo
* linuxy shit
* Working linuxy shit
* demo writer is necessary I guess
* use the working one
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FULL.
* now for the boring update commits
* brings back "Martial" from the comment
* maybe fixes the error?
* should fix the error now
* It worky now?
* adding emp counter
* EMP proof fuckery
* Adding temporary empresistance is a headache
* EMP counter works now
Also gives short term immunity after either counter or getting hit
* All done, except for that one error in the linter
* i might have just been dumb
* Blood is fuel part is improved
Shotgun now causes blood splatters
Variable speed boosts
* adds a dash sound effect
* screen_alert.dmi fixes
* readds the icons
* pump up reduce stamina damage by 15% now
* Remove the check for STUNRESISTANCE
You can't get it anymore and it was pretty useless anyway.
* remove the check for TRAIT_STUNRESISTANCE
Same reason as for the stunbaton
* remove the stun resistance trait
Leaving it here would just be poor form considering everything relating to it got deleted
* Add craftable pump up
* little rewritting
Mention it's effectiveness on disablers rather than stunbatons due to the fact stunbatonsd deal 70 stamina per hit so pump up won't save you.
* PROPERLY remove the stun resistance check
* PROPERLY remove the stun resistance check
* Update code/datums/components/crafting/recipes.dm
Co-authored-by: ynot01 <ynot000001@gmail.com>
* Update code/modules/reagents/chemistry/reagents/drug_reagents.dm
Co-authored-by: ynot01 <ynot000001@gmail.com>
* Update code/modules/reagents/chemistry/reagents/drug_reagents.dm
Co-authored-by: ynot01 <ynot000001@gmail.com>
* Update stunbaton.dm
* Update robot_items.dm
Co-authored-by: ynot01 <ynot000001@gmail.com>
* Adds exofab wire code
Not functional, I just want it commited
* Adds hacking wire, breaking limbs
* Finalised
* Now also deals a bit of brute
* Larger text of breaking
* Much nicer
* I have schizophrenia coded this shit once already
* Ok this should fix one of the 3 issues
* Nvm turns out I am a retard
* I am in bliss also reviews still not fixed all
* Bracket moment. I hate indentations
* Bibby please I have a family
* Fixed a return statement missing
* Ok maybe now
* leech
* Update bait.dm
* Shazam!
* COOK THAT FISH
* updates wild bait sprite
* recolor
* Bluespace bait
* fixes fishing vendors not having a circuit board
* actually does that better
* chef powercreep time
still need the sprites, but hey, it compiles
* whoops
* Update snacks_seafood.dm
* fried rice sprites
* updated per request of cuackles
* taiyaki ice cream cone & deluxe ice creams
* actually adds the new files to the dme.
also ice cream has different food groups now
* revert changes to icecream_vat.dm
* missed one
it's JUST the ice cream flavor foodtypes now
* kill me
* reverts kitchen.dmi change
* taiyaki take 2
* desc fix
* COMMAS MY HATED
* fixes blue taiyaki
* Update food.dmi
* fish pizza box
* puts that in the crate
* leech
* Update bait.dm
* Shazam!
* COOK THAT FISH
* updates wild bait sprite
* recolor
* Bluespace bait
* fixes fishing vendors not having a circuit board
* actually does that better
* chef powercreep time
still need the sprites, but hey, it compiles
* whoops
* Update snacks_seafood.dm
* fried rice sprites
* updated per request of cuackles
* taiyaki ice cream cone & deluxe ice creams
* actually adds the new files to the dme.
also ice cream has different food groups now
* revert changes to icecream_vat.dm
* missed one
it's JUST the ice cream flavor foodtypes now
* kill me
* reverts kitchen.dmi change
* taiyaki take 2
* desc fix
* COMMAS MY HATED
* fixes blue taiyaki
* Update food.dmi
* fish pizza box
* puts that in the crate
* fixes typepath
* sprites
* Update food.dmi
* Update food.dmi
* Update food.dmi
* Update snacks_seafood.dm
* Update snacks_seafood.dm
* changes
* Update recipes_bait.dm
* shrimp tempura
biome wanted it
* cevich sprite
Co-authored-by: Vaelophis Nyx <vaelophisnyx@gmail.com>
* oh, that's a baseball! (#14)
* [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request
A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game
Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog
Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.
cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
* [READY] Disarm Rework: Shove that Dickhead
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: yogstation13-bot <jahostagat@thraml.com>
* Revert "oh, that's a baseball! (#14)" (#16)
This reverts commit 6c77b25374.
* Update regenerative_core.dm
* Update buffs.dm
* Update regenerative_core.dm
* Update buffs.dm
* transit is "reserved"
* Update regenerative_core.dm
* Update buffs.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: yogstation13-bot <jahostagat@thraml.com>