* Slime Crossbreeding!
* Shifts a few things around.
* Prismatic extracts!
* Self-sustaining extracts!
* Consuming extracts!
* Recurring extracts!
* Whups!
* Regenerative extracts!
* Stabilized (unfinished)
* More stabilized!
* This took more effort than it should have.
* Industrial extracts!
* Icons!
* Colors the crosses.
* Bugfixes galore!
* Burning extracts!
* Sounds!
* Starts on burning extracts.
* Charged extracts!
* Minor adjustments to the adamantine shield.
* Fixes map! Ready!
* Fixes problem children, changes consuming extracts
* I'm an idiot.
* Fixes playsounds, unnecessary srcs.
* Removes a gross text2path
* Resolves a conflict
* More AnturK fixes.
* Fixes two other things, too.
* Burning black extracts use shapeshifting now.
* Love Potion now mostly RP in use, aligns user factions.
* Iterative discovery of status effects.
* distinguishes law types by colour
* hacked laws now separate from ionic
* fix and less src.
* moves hacked laws above ion
* also the ai fixer
* also missed order in stating laws
* Less garish blue
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.
* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
* Readds borg transformations
Easily the best part of being a borg in /tg/. why was this never re-added?
* fixes mispell
* the smolest of smol misses
* Stop being so sleepy old borg, new borg is here.
* Adjusts animation timing and cleans up copypasta
* So baby, does the carpet match the drapes?
* flick it and see, Mister
* Minor miner minority
* Just get some shuteye, borg It'll be over quick
* Engy borg animation recolored
* This, is my normal form.
* THIS, IS A SUPER SAIYAN ASCENDED.
I CALL IT A SUPER SAIYAN 2
* Update lighting.dm
* Spelling correction (#3)
* Update layers.dm
* Update chunk.dm
* TO GO BYOND....
* Update lighting.dm
* Adds togglable small sprite
* Fixes duplicate definitions
* Splits action datums (temporary fix)
* Adds smallsprite.Grant(src) to ash drake's Initialize()
* Makes small sprite toggle its own thing
* Subtypes
* Moves the small sprite over to mob.dmi
* Cleanup
* Lesser ash drake clickbox is now only as big as the sprite
* Introduces the ash whelp sprite
* Splits name and desc
* Welp
* caps fixed, small other fixes and mushpunch
* honey, i fixed the bugs!
* STUPID YORII DUMB GIRL STINK LEAVE
* boolean is such a fun word
* zoinks
* F_XED
* fixes part 2
* TRUEs and FALSEs
* don't drink and code boys unless you're goofball or like maybe kor
* for entirely different reasons i mean
* at what point is goofball too drunk to troll but not drunk enough to shitcode
* cool your jets, travis.
* what a TRAVIS-TY
* mush added to yet another blacklist!
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
This is basically extracting the functionality of the animation spell into an admin verb.
Please excuse the browser.dm code, this is more of a stepping stone towards the more complicated popup needed for custom ERTs.
cl Naksu
admin: Admins can now easily spawn mobs that look like objects. Googly eyes optional!
/cl
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* - Removes liver unfailure
* - MY LIVER FAILED INSTANTLY
* - Increases liver damage tenfold because whats the point of this pr if you need to drink 100 liters of the toughest booze in the game before you get liver damage
* - Fixes cyber livers not being twice as durable as ordinary livers
- Ok compromise alcohol does twice as much liver damage
- Fixes livers regenerating after they failed
* - I'll be happy if bacchus blessing destroys my liver and absinthe doesn't
* - I think this is the final number I'll punch in. I downed 14 shot glasses of vodka