* Die of fate tweaks and fixes
🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑
- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.
* Stealth die of fates
* Code review II?
Miasma buildup is never a serious issue since scrubbers remove most of it by
default. I removed it from default filtering so that either A) people have to
take care of corpses or B) air alarms have to be adjusted to deal with it.
Air alarms pick up miasma even at non-threatening concentrations that are
easily reached by having a corpse or smelly player near one of them. Gets super
spammy for silicons that have atmospheric alarms go off all over the map, not
to mention the alarm consoles in engineering/atmospherics.
I increased the max1 threshold to when miasma gets annoying (15 kPa) and max2
to when it gets REALLY annoying (30 kPa).
* mixers work on 0% and 100%
* fixes 2 AM code
* code duplication
* clumsy fingers
* Nicer round
* Uses round instead of floor to display data
* I'm sick, don't judge me
cl
add: Entertainment telescreens in the bar indicate when they will show something interesting.
tweak: Entertainment telescreens can be viewed from a distance.
/cl
Bargoers are now informed both visually and in chat when clicking on the thunderdome telescreens is likely to actually show something interesting. Additionally, thunderdome telescreens can be watched without being directly adjacent (think sports bar TVs).
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
* Podspawn admin verb, like spawn, but more IC
🆑 coiax
admin: New 'Podspawn' verb, which functions like 'Spawn', except
any atoms movable spawned will be dropped in via a no-damage, no-explosion
Centcom supply pod.
/🆑
Essentially, sometimes you want to spawn stuff in, quickly, in an adhoc manner.
Use of the full Centcom launchbay is fine if you're doing a full blown drop or event
or want some customisation, but sometimes you want a quick supply pod.
The admin smite "Supply Pod (Quick)" has been used for this purpose, but it has a side
effect of setting people on fire and damaging them, which isn't what you want
if it's just for spawning stuff in.
* Adds option to Game Panel->Create Object
* Code review I
* Added admin smite: Mark for Death
🆑 coiax
admin: Admins can Mark For Death with the Smite menu, which functions
the same as someone being blood contracted.
tweak: The butcher knives and the red colouring of someone
marked for death will disappear after two minutes.
/🆑
The primary use I see of Mark for Death? WGW readers. Saw some
other admins use it, but they had to manually spawn in a contract
and use it.
The cleaning up after two minutes is so the station isn't covered in
cleavers, and the RED GET THIS GUY fades, so people can be horrified/thrilled
at their actions appropriately.
* No more smite for death
* Also remove that line
* Only the knives
🆑 coiax
fix: The Spontaneous Brain Trauma event now has a range of possible severities,
and no longer runtimes.
/🆑
In addition, I changed the description/names of some pills to make them more
accurate, and added some neurine pills, because I needed them for testing.
With thanks to @oranges for spotting the runtime in the first place.
cl 0d0be32, PKPenguin321, Armhulen, epochayur
refactor: Changeling powers are now action buttons rather than verbs.
imageadd: Thanks to epochayur for creating and compiling sprites for every single changeling action button!
imageadd: Thanks to Armhulen for the changeling button background sprite!
/cl
original pr #35394
the two main bugs i saw are fixed. reviving works, monkeyform/humanform works
fixes#41899
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
How this is happening (to my knowledge) is this:
Although 81Denton was fixing a broken icon_state what he failed to realize
(I'm not the only one who doesn't test okay?) is that we use overlays to render
all parts of a human, rather than a single sprite. Hell the sprite it was
changed to doesn't even have directionals. That sprite was displayed instead of
the usually "broken" non-existing icon (it didn't exist because we never used
it due to the fact we render every part of a human including bodyparts with
overlays instead of a base icon, after dismemberment I believe?) Yeah. This
fixes that by nulling the icon_state so it's humans are invisible by default
before their overlays are applied (which is the behavior before Denton's PR).
* Hardened Syndie Shuttle
* Fixes
* Fuck borgs
* Review
* Syndie turrets are now set to lethal by default
* here's hoping
makes the required changes this time with TGM(?)
* dv cleanup 1
* Cleans up two non-replaced plastitanium walls.
Nobody opens commit descriptions. Except the cutie reading this.
* Cleans up the turf I know I changed but somehow didn't in the final version.
🆑 coiax
tweak: After a Curse of Madness has ravaged the mind of the station,
the lingering magics also affect anyone arriving to the station late.
/🆑
Why? People joining late get summoned guns, and summoned magic, they should
get summoned madness as well. Why should they miss out on the "fun"?
🆑 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/🆑
- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl
This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever
This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.
also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
cl coiax
add: Uplink pens now require two seperate rotations to unlock. This also
applies to failsafe codes.
/cl
With only 359 combinations on an uplink pen, it's crackable given a
small amount of time. With two, it's now 92,981 combinations, which
is more secure than PDA uplink codes (899 * 26 = 23,374).
Fixes#42146
Fixes ban created notes being double escaped.
Fixes admin tickets not being resolved for a disconnected client when banned.
Re-adds ban reason to admin log for a ban as requested
Squashed plants now react on the turf they are squashed.
Currently they react on the turf before if they hit a person because they don't
move through the dense object.