admin: Added hardsuit outfits for the Captain, HoS, and CMO. Removed old Shaft Miner (Asteroid) outfits. Gave Chief Engineer (Hardsuit) engineering scanner goggles. Added debug outfit for testing.
I added hardsuit outfit datums for Cap/HoS/CMO so admins have an easier time dressing up players. I removed Shaft Miner (Asteroid), since the asteroid has been dead for a long time.
Also added a "debug" outfit so I don't have to spend 2 1/2 seconds spawning equipment when testing.
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing
Remember higher sanity is BETTER
You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).
Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
Adds an organ harvester. It's a machine. A human goes in, and the machine starts removing organs and limbs and ejects them right next to the machine. The process can be stopped at any time by either disabling power or prying it open.
The machine does not work if the subject has clothes or appears alive. The health scan can be disabled by emagging, but they'll still need to be naked.
It consists of 4 micro-manipulators, each tier making it faster, but it shouldn't ever really go below 2.4 seconds for every iteration, barring magic fuckery
It's basically a slower acting gibber, but it preserves all limbs and organs.
Useful in conjunction with either a limb grower, bounties, extra food, organ replacement or for something yet to come
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
It is my belief that science weaponry should exist but not be "just better energy guns/whatever". Right now, portal guns are actually pretty powerful, as their random teleport can space people (especially if they have bohs), and actually does burn damage, albeit very little. I want to make scilathe weapons into useful utility things that can be weaponized if you use it right and in somewhat niche scenarios.
This PR will make wormhole projectors into more utility than combat.
The ugly white with text looks kinda ugly, so let's add some css to it and make
it borderline bearable for eyes.
Because the interface is kinda hard to look at as it is now and it can be
confusing to get into circuitry that way.
Ehhhhhh why not. Give the AI some more fun. Can argue about giving them access
to dump stuff out in some other PR.
AIs can now interact with smartfridges by default, but by default they will not
be able to retrieve items.