Cult Communicate Runes' messages and Voice of Nar-Sie are now logged
* Cult Communicate Runes' messages are now logged.
* Voice of Nar-Sie messages are now logged.
* Cultists who try to convert a loyalty implanted/cult banned crewmember now receive a custom message telling them that the ritual failed.
* Moved the colons in say logs AFTER the language description (after "as Sol Common")
See merge request !116
Allows buckling animals into chairs/beds
~~Because buckling Lisa to a bed is an essential part of an automated corgi farm~~
Animals with size of SIZE_TINY can't be buckled
See merge request !119
Debugging and fixing cult
* Potentially fixed a bug that caused the game to mis-count how many unconvertables there are, and thus unlocking the Summon Nar-Sie objective sooner than it should be.
* Added a "Check Convertables" verb under the Debug tab to get a list of all players, and whether they can be converted, are already cultists, cannot be converted, aren't human, or have no mind.
* The get_unconvertables() proc now also check for cult jobbans.
The bug was probably due to the possibility that the game counted every single humans in mob_list, including those with no minds, such as humanized monkeys, the dead clowns at the Clown Roid, or the dead Russian at the Syndicate Mothership. Adding a sanity check for M.mind and checking in player_list instead should fix it.
See merge request !121
Custom messages for hallucinating mobs, general hallucination tweaks
#### Don't do drugs kids
**General changes**
* Added a spook() proc to atoms, reworked the Boo! spell to use it
* Added is_blind() and is_deaf() procs for mobs
* Added hallucinating() proc for mobs which returns 1 if the mob is hallucinating (from mindbreaker and such) or is druggy (from space drugs)
* Added simple_message proc which takes two arguments (message, drugged_message).
*M.simple_message("Hi!")* works just like *M << "Hi"*, but will provide an alternative message if M is hallucinating
* The visible_message proc has three more optional arguments - drugged_message, self_drugged_message, blind_drugged_message. A hallucinating player will see the alternate messages instead of their normal versions
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**Traditional (mindbreaker) hallucination tweaks:**
* Chances of fake shuttle and delta security level announcements are greatly reduced - they should be much rarer now
* Chances of some messages are slightly reduced - to prevent message spam
* Added a new rare type of hallucination - it selects a random mob in your sight (including you) and replaces its image with a random food item for a random duration.
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**!!The following only affects hallucinating players!!!**
* The following objects now provide alternative messages when used:
Crematoriums, gibbers, telebatons, stun batons, soap, banana peels, welding tools, soldering irons, health analyzers and more
* Security bots are more tsundere, medibots are angry (100% awful)
* Passive genetic powers have a random message when activated or deactivated, meaning you don't know which one you have (doesn't affect disabilities, passive powers which give you an overlay i.e. heat resistance, and active powers i.e. hulk).
* It's impossible to see reagents properly when examining a glass/beaker. Instead random reagents & numbers are shown
* Opening a locker has a slight chance to show a horrifying monster instead of its usual contents!
See merge request !25
Remote Signaler Buttons
The button frame is constructed by using a metal sheet on a remote signaling device, similar to constructing conveyor switches. The frame is then used on a wall to place the button. Use a crowbar to pry the button off of the wall, and then use a wrench on it to turn it back into metal+signaling device.
Using a multitool on the button opens the standard remote signaling device dialogue, allowing one to change frequencies. If a multitool is not available, one may also set the frequency and code before constructing it.
Pressing the button sends a signal on the set frequency. The button turns green until it is ready to send again. For some reason, the amount of time before the next signal can be sent is slightly longer for the button than it is for using an actual remote signaling device, but I don't think it's a big issue.
The button can be named by using a pen on it.
This will be useful for people who wish to create contraptions using remote signaling devices, but don't want to have to juggle signalers in their backpack.
In addition, I've fixed a bug allowing remote signaling devices to be used from anywhere if you had the window open, and I've enabled wheelchair-bound people to make use of proximity sensors and timers now in addition to remote signaling devices. I've also made all three usable while buckled into things, as long as you are not also restrained or out of range.
See merge request !112
GENETICS POWERS
-passive powers have random messages so you have no idea which one did
you get or receive
it's dead, jim
welder & soldering iron
better
he
forgot tk
ALL for today
or not xd
Buffs toolboxes
This makes them more ROBUST.
Toolbox damage upped from 8 to 12
Mysterious toolbox upped from 10 (which was fire extinguisher damage...) to 15.
Seriously, extinguishers were stronger than toolboxes, and extinguishers fit in backpacks!
See merge request !106