* Reagant addiction/tolerance system
* Corn oil one
* More slight effects
* Some code fixes
* Now everything finally works
* Making requested change
* Making var consistent too
* Reagent addiction/tolerance system, take two
* Removing other remnants too
* Making tolerance work on reactions too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Base of grues.
* Few more updates to grues
* Bit more work on grues.
* Bit more work on grues, namely getting them to evolve and reproduce properly.
* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.
* Few additions to grues including a grue language and gruevision to see in the dark.
* Several changes to grues, including adding their antag roles (still need to be tested/debugged).
* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.
* Removed obsolete file.
* Updated vgstation.dme with grue additions
* Update vgstation13.dme
* Update grue.dm
* modify .dme
* typo
* remove unneeded variable
* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)
* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.
* -grue egglaying is set to a config option
-few modifications to grue antag objectives
* Added changelog and some UI tweaks.
* Update misc_structures.dm
* Update misc_structures.dm
* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.
* Update grue.dm
* Delete nulllight.ogg
* Fixed up grue sound effects. Renamed humanoid grue to umbra.
* more grue/umbra split stuff
* Update Hinaichigo.yml
* Adult grues can force airlocks open instantly.
* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.
* Update grue_egg.dm
* Few fixes to grues.
* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.
* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.
* .
* Grue spell icons
* .
* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.
* Removed gore globs.
* .
* Meat coloring + related food unit test fixes.
* Update icons.dm
* Bugfix with custom meat colors.
* .
* Grue abilities panel+sprites.
* .
* Fixed up grue role/objectives.
* .
* Sprite tweak.
* .
* New sfx for moulting and burning in light.
* .
* fixed icon conflict
* .
* icon conflict fix
* More descriptive variable names. A few tweaks to stats.
* Peephole branch
* Trying new way to control these walls
* Now works mostly ideally
* Sanity?
* Fixes
* New checks
* Removes control datum altogether, this works much nicer
* Removes control datum altogether, this works much nicer
* Some sanity
* Changes
* Better peep hole icon
Co-authored-by: kanef <kanef9x@protonmail.com>
* Removes some awfulness from the code
* fixes
* derp
* dangit
* ahhhh
* ok FINE you can have it
* just return a string will you
* at this point I'm just throwing stuff at the wall until something sticks
* ok actually I think I see the problem
* also this is redundant actually
* There's no need to check those here because use_power already has to
* is_type_in_list with a temporary list is way more expensive than a naive istype loop, make it static
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* MushroomTeeth
* panda bearpelts
* I can't stop listening to Guilty Gear Strive's opening
* THAT IS BULLSHIT ! BLAZING ! STILL MY HEART IS BLAZING !
* well the test run linter failed for no good reason this time so here's more Dreaming.txt content to celebrate Xenoarch and Xenobio finally graduating as their own job.
* ok that one is on me
* astrrrr
* raaaaal
* jjj
* ooouuuuu
* rnneeeyyyyy
* astral journey
* yenruoj lartsa
* geez thank god I am such a rigorous QA Tester am I right?
* oh yeah, this takes care of that
* gne gne gne user
* scrapped
* there
* spawnless
* removing the extra linebreaks
* Afflictus Emittus and more
* not true anymore
* that is why you don't code past 3am
* cleaning leftovers and fixing shifty issues
* some polishing
* eye candy
* Fixes
Sprites courtesy of @Bilgecrank
I started working on these nearly a year ago and gave up. There's a bunch of things I still want to do with them, but I'm too inept code-wise to make them work in a non-retarded manner, so here you go. To make a barrel, you need 20 metal sheets or wooden planks.
Here's the list of things you can do with them currently:
-Use them as cauldrons (You can't bolt them, though)
-Hide in them (Clickdrag yourself to hide, you can also clickdrag others or grab-intent then click the barrel to shove them into it. 3 seconds~ delay to get in)
-Not sure if I should put a cap of the amount of people that can fit in a barrel att a time.
-Not sure if I should add a custom description effect if somebody is hiding inside of it.
-Kicking barrels will push them a few tiles away, knocking out everybody out of it if they were inside of it, as well as spilling all its contained chemicals on the floor.
Things I'd like to be able to do eventually with them:
-Set them on fire, a la hobofire. It would radiate light and heat.
-If it contains volatile fuel, it would explode if lit on fire.
-Make it so strong enough people can pick them up, attack with them or throw them.
-Make it so if the contained reagent volume is high enough, people would start drowning if inside it.