Commit Graph

579 Commits

Author SHA1 Message Date
ATH1909 95bda19938 Fixes the stealth 2+ threshold effect of regen coma (#45884)
* Update heal.dm

* Update heal.dm

* Update heal.dm

* Update code/datums/diseases/advance/symptoms/heal.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-08-14 11:11:30 -04:00
ATH1909 cd19418bf2 Update itching.dm (#45744) 2019-08-07 12:29:04 -04:00
kingofkosmos c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
Rob Bailey fcb98515e6 Merge pull request #45534 from nemvar/istype(src)
Removes some istype(src) stuff
2019-07-29 18:55:21 -07:00
RandolfTheMeh 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
nemvar f7c9751d69 Removes some istype(src) stuff 2019-07-27 22:55:49 +02:00
TheSilverNuke 66badb7037 Minor Virus Symptom Stat Change (#45375)
About The Pull Request

Adjust some symptom stats to allow some combinations of viruses that were previously impossible to be possible, allowing for greater creativity when creating various diseases.
Why It's Good For The Game

Instead of traitor virologists spamming ARDS, I would like to see some unique combinations that were previously unseen to be made. I adjusted some stats of lethal symptoms, but also adjusted the stats on a couple stat boosting ones, to buff the other side of the spectrum.
Changelog

cl

add: two transmission to choking
add: one stealth to hallucigen
add: one transmission to necro fasciitis
add: one stage speed to shivering
add: one stage speed to spontaneous combustion
add: one transmission to vomiting
remove: one stage speed from vomiting
remove: two stealth from spontaneous combustion

/cl
2019-07-24 19:47:24 +12:00
bgobandit f2fad8fcca Replaces vitiligo, revitiligo with two new symptoms: disfiguration and polyvitiligo. (#45297)
* Replaces vitiligo, revitiligo with polyvitiligo (adds colorful reagent) and disfiguration symptoms.

* honk

* makes requested changes and changes colorful reagent to crayon powder

* blacklists the crayonpowders that make you invisible or do nothing

* adds message to disfiguration apply
2019-07-23 12:52:25 -04:00
skoglol 7b65de3c82 OnAdd runs all the time now. (#45270) 2019-07-21 15:10:44 -07:00
skoglol 79f9289eba Sentient disease cures consistently harder, fixes uncurable diseases (#45148)
* Sentient disease cures consistently harder.

* Some comments.

* comment update.
2019-07-15 15:34:45 -04:00
skoglol 64484fa896 Changes how disease biotypes are added (#45099)
* Makes inorganic biology and necrotic metabolism work immediately.

* Uhhh dont need that.
2019-07-11 11:37:12 -04:00
skoglol bbdc4ce29a Fixes virus cures being repicked. 2019-07-09 14:54:56 +02:00
skoglol 1a2fe173af debug 2019-07-09 14:00:32 +02:00
skoglol 514b8bd46c logging. 2019-07-07 05:45:14 +02:00
RandolfTheMeh e9dab4c665 Universal Organ Damage system (#44710)
About The Pull Request

So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.

This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.

Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game

Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog

cl
code: Universal Organ Damage variables and procs
/cl
2019-07-05 09:40:30 +12:00
skoglol aa37ae0c9f Add variety in virus cures, more consistent difficulty scaling (#44798)
Now picks from a bigger list for each level, for a bit of variety and
to avoid all random diseases sharing the same cure.

Makes the higher levels harder than previously, while adding a more
consistent increase in difficulty of getting a hold of virus cures.

List is now:
1 - Copper, Silver, Iodine, Iron, Carbon
2 - Potassium, Ethanol, Lithium, Silicon, Bromine
3 - Table salt, Sugar, Orange juice, Tomato juice, Milk
4 - Spaceacillin, Saline-glucose solution, Epinephrine, Charcoal
5 - Oil, Synaptizine, Mannitol, Space drugs, Cryptobiolin
6 - Phenol, Inacusiate, Oculine, Antihol
7 - Leporazine, Mindbreaker toxin, Corazone
8 - Pax, Happiness, Ephedrine
9 - Lipolicide, Salicyclic acid
10 - Haloperidol, Aranesp, Diphenhydramine
11 - Modafinil, Anacea

Level 1 and 2 have simple chems, some can be gotten through grinding
stuff.
3 has kitchen/bar/hydro stuff
4 has stuff easily found in medbay or medbay vendors
5 has three chem drugs
6 has five chem drugs
7 has slightly harder drugs
8 is drug themed, has drawbacks
9 is a bit harder again
10 are worse, has fairly bad drawbacks so eat sparingly.
11 are hard to make, anacea has chem purging and some slight tox
damage.

Will need a wiki update.
Why It's Good For The Game

Makes high virus resistance more favorable, and creates some need for
some obscure chems.
2019-07-02 16:56:43 -07:00
XDTM d70c43c5f1 Checks for metabolization on some has_reagent (#44653)
About The Pull Request

Stuff that should logically require you to actually be metabolizing the reagent now requires a liver, or the reagent to not need one.
Some reagents have been granted self consuming status, like holy water, since their effects are not tied to the metabolism.

Fixes #44650
Fixes #43024 since there should be no real way to mitigate the constant toxin damage now
Why It's Good For The Game

Less exploits with livers, more consistency in mechanics.
Changelog

cl XDTM
fix: Viral healing symptoms that are tied to reagents now also require a functioning liver to work.
tweak: Holy water, Pyrosium, Cryostilane, Napalm and Phlogiston no longer need a liver to have their effects.
/cl
2019-06-29 21:08:38 +12:00
oranges 405205843f Merge pull request #44279 from ExcessiveUseOfCobblestone/breathe-into-me
Turns Perf into The Standard Oxychem, Heavily Tweaks Perf To Fit My Freshly Repackaged Fantasy
2019-06-06 22:15:54 +12:00
vuonojenmustaturska 2d74a86353 [READY] Cleans up saycode by removing random hook stubs and using a signal where relevant (#44320)
About The Pull Request

This PR removes speech message and span hooks from dna, mutations, pierrot throat disease, species, tongues, masks, hats, held items, brain traumas and a carbon proc overload handling tonguelessness.

Tonguelessness is now handled by tongue removal registering for the speech signal and the hook being deregistered by having a tongue put in.

Also cleans up some /atom/movable/proc/get_spans() overloads that called the empty parent or overloaded the parent to do the exact same thing as the parent proc did.

Also cleans up calls to radio.talk_into() where the caller would often, as a result of copypasta, provide the proc with fresh copies of the proc's default values for proc args, and makes say_quote() better by giving it a default spans value so that none of the callers have to provide the same default one.
Why It's Good For The Game
Changelog

cl Naksu
code: Cleaned up saycode
/cl

* start with this

* oh man this looks so good

* hats are dead

* /obj/item/proc/speechModification is dead

* brain traumas and get_held_item_speechspans() are dead

* these should be static

* unfortunately we still need this

* /mob/living/carbon/treat_message(message) is kill

* clean up get_spans()

* dunk get_spans, modifies_speech for brain traumas, some superfluous static stuff

* move stuff around

* return values
2019-06-06 18:35:06 +12:00
moo 0d5262e26d tab 2019-06-02 20:30:51 -04:00
moo c7df1a90b6 Merge branch 'master' into breathe-into-me 2019-06-02 20:26:53 -04:00
4dplanner 15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Garen Crownguard c69a359f20 ling fixes (#44055)
About The Pull Request

Fixes #37273
Fixes #37507
Changelog

cl Garen7
tweak: Lesser form lings can now toggle augmented vision
fix: You can no longer turn back into human form as a lesser form ling while ventcrawling
fix: Stuns and Reagents are now passed when transforming into a monkey or human
/cl

It didn't seem like augmented vision was meant to only be usable as a human so I made it usable as a monkey, if the original creator wanted it to be only usable as a human they would have assigned the var req_human of the augmented vision ability to TRUE since thats where this behavior is usually handled.
2019-05-27 22:36:08 +12:00
ExcessiveUseOfCobblestone a6442f7335 PERFect 2019-05-17 18:43:29 -04:00
vuonojenmustaturska fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
blessedmulligan 95762e0e97 Adjuste text for viruses causing eyeballs to detach (#43629)
The "Hyphema" virus symptom now makes eyeballs fall "out of" their sockets
and not "off" them.
2019-04-15 18:52:01 -07:00
Time-Green c731285891 New snail sprite and fixes (#43132)
* snail sprite update and fixes

* fixes snail cure

* Fixes blood
2019-03-20 11:03:14 -04:00
ShizCalev 62f141ae3e Merge pull request #43020 from TerraGS/virus-fix
Fixes voice change symptom bug
2019-03-08 03:24:00 -05:00
ShizCalev 75be9026eb Merge pull request #42978 from pubby/viro
Important virus fixes
2019-03-07 09:57:33 -05:00
TerraGS 261ea2818e Fixes voice change symptom bug 2019-03-05 12:06:02 -06:00
pubby 56137444e8 Remove stat change 2019-03-03 09:48:17 -06:00
pubby 0c1ba0e177 Fix beard growth (ATH1909) 2019-03-03 09:47:56 -06:00
pubby 34cc294cea Buff undead viruses 2019-03-02 06:30:25 -06:00
pubby 0a9893b8a8 Fix cough clobbering spread_flags 2019-03-02 06:22:09 -06:00
pubby 0fc075badb Reduce beard speed 2019-03-02 06:21:48 -06:00
pubby 01f8f8ea55 Allow dead people to get dead viruses 2019-03-02 06:21:06 -06:00
pubby 04d0105f97 Fix beard virus 2019-03-02 05:17:45 -06:00
Time-Green ad1dd38655 Adds snailpeople as a rare genetic meltdown effect (#42889)
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)

PROS

- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail

- Their blood is spacelube

- They get a cool armored nodrop snail shell

- They don't slip

CONS

- Very slow

- Punch is pathetic

- Tttaaalllkkk llliiikkkeee ttthhhiiisss

- Extremely vulnerable to salt

- Can't wear glasses

Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails

You can also get gastrolisis by random_reagent_id, so maintpills and botany

🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628

Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
2019-03-02 09:40:56 +13:00
oranges c9d2b8c5f8 Logging tweaks and fixes (#42817)
* Add a virus log, plus a log for facehuggers

Logs each infect event and contains detailed descriptions of the virus

I also added a log message for printing virus culture bottles including
who printed them

Finally i tacked on a change to adding a game log entry for facehuggers
because why not

* Further logging fixes and updates

Medbots now combat log

combat log no longer tries to run keyname on an object because that
doesn't make much sense

* Dead say no longer logs twice

* tabs to spaces
2019-02-26 21:13:36 +11:00
Time-Green 2f5a9ad416 Adds more genetic meltdown effects (#42864)
* makes genetic meltdown a little more interesting

* uses SLIME toxin and maybe melting your skin doesnt kill

* adds more genemelt effects

* removes accidental snail

* fixes .dme

* dir to dirextion and splits the spawn into a seperate proc
2019-02-26 20:53:30 +11:00
ShizCalev af2c950e04 Deaf disease fix 2019-02-14 23:08:05 -05:00
granpawalton 7ebd0ad09b tweaks tissue hydration to meet description and holy water added to desc (#42745) 2019-02-12 19:53:55 -05:00
granpawalton 6297437fe8 Fixes oxyloss icon showing up when someone has the self respiration symptom (#42315)
* makes a new proc so that NOBREATH may be added upon reaching stage 4 in the self respiration trait

* updates stage when it should

* now uses trait system correctly and removes unnecesary code

* update_stage no lonnger takes src as a parameter

* change_stage has been renamed on_stage_change

* Update code/datums/diseases/advance/advance.dm

Co-Authored-By: granpawalton <36310010+granpawalton@users.noreply.github.com>

* end now checks to see if self respiration is on a stage with the trait

* oxygen on_stage_change now returns true or false
2019-01-21 13:26:37 -05:00
Time-Green 29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
Jordie 8a66665e95 Ban system and interface update (#41176)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.

Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.

The legacy ban system is removed.

The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.

New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.

New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.

Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.



cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
2018-12-05 08:48:37 +13:00
XDTM 334a1d44f2 Adds the Curse of Madness to wizard spellbooks (#41496)
* Adds the Curse of Madness to the wizard's spellbook

* anti-magic check

* Update code/modules/antagonists/wizard/equipment/spellbook.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Magic traumas + magic immunity prevents spellcasting

* feedback

* fix

* fax

* Added two new special traumas

* I'm not mad, everyone else is

* New minor trauma, godwoken gives holy

* stalking phantom trauma

* math

* heartbeat

* Custom message
2018-12-02 09:46:10 -05:00
ShizCalev 9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
Qustinnus b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
ShizCalev 54641a029e Covering your mouth when you cough/sneeze now stops the spread of germs. (#41230)
cl ShizCalev
fix: Covering your mouth when you cough/sneeze can now help stop the spread of germs.
/cl
2018-11-04 14:51:26 +13:00