* Add files via upload
* Rename space_dragon.dm to code/modules/events/space_dragon.dm
* Adds Space Dragon
* Adds Space Dragon Event
* Remove Copied File
* Put antagonist definition in proper location for space dragon
* Update space_dragon.dm
* Removed passive health regen from space dragon
* Updated Weight and Earliness for Space Dragon
* Added Objective to Space Dragon, Updated Starting Blurb
* Cleaned Up the Objective Determiner
* Actually fix the space dragon objectives
* Fix the objective display for the space dragon's target
* Updated Space Dragon Intro Blurb
* Updated Centcom Message When Space Dragon Spawns
* Updated Space Dragon's description with new lore
* Clean Up Space Dragon's OnFire()
* Add Space Dragon Sprites
* Sprite in wrong location
* Properly adds Space Dragon Sprites
* Adds Space Dragon Tiny Sprite to be Carp
* Space Dragon Uses New Sprites, Tiny Form Updated
* Increased Time Til' Dragon Spawn
* Drake's Tail Sweep Now Uses Prebuilt Spell
Thanks to Cobblestone for the head's up on this.
Cuts something that should be there
hardens pp
largens pp further
maximiezes pp
fixes code
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()
First Draft
Mostly works
Removes redundant code, adds other colors, adds to CE locker
oops forgot to
hardens pp
maximiezes pp
Adds Initialize()
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to
Attempts to balance the hardhat, adds to EngiDrobe
Removes unnecessary code and sprite, adds necessary sprite
How can commas be real if our eyes aren't real
Fixes bad slash
Fixes runtime
Optimizes code after runtime fix
Removes redundant code
Fixes 3/4
*scream
Makes visor coverage consistent with new sprites
Actually fixes the issue
samus? its an honor
Makes requested changes
Doesn't delete welding hardhat sprites
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.
The box can be recognized as of syndicate nature due to a red label on its side.
* Adds Wheely-Heels, a pair of shoes with inbuilt roller-wheels. Can be rarely received as reward from arcade machines.
* Fixed issues with Wheely-heels, added Kindle Kicks
* Cleaned up code
* Fixed Destroy()
* Thoust shall return the parent, like Oedipus
* Final Fix XIV
* 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
* 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
I've always found grating that xenobiology had access to species they had no business working with, and slime magic can only explain so much. My idea is to separate those species into their respective departments/antags, instead of having them all into a centralized, cheap source.
Androids should be made by robotics through augmentation
Podpeople are a botany feature
Skeletons should be limited to liches or other magic antags
Zombies should stay limited to romerol
Golems are still available in adamantine slimes (and luminescents can morph into golems with them)
Shadowpeople still lack an official place, but luminescents can become shadowpeople with black cores
The basic races are mostly human and lizard, and there are mutation toxins for those in case someone wants their species back after bodyswapping/ling mutation sting/etc.
* conjure spells fix
* added newline at end of file
* actionbuttons positioning memory
* remade id generation
* added memory reset on mass reset
* small fix
* Makes action buttons use the overlay system
* I need to move this line down as add_overlay will be changing the appearance soon
* ahhhhhhh
^ what that guy said
* this will end horribly
* s
* kek
* wew
* i dont know what an atomized pr is
* lets hope this doesnt blow up
* ok
* Update living.dm
* Update flightsuit.dm
* Update living.dm
* Update living.dm
* Nurse spiders can set a hereditary directive for their children to follow
* Action buttons!
* unstale
* Done
* worth it
* unused now
* a
* Integration with #30593
* ports #30996
* span
* antur
* Adds spider midwife emoji
* paneled
* a
* fixed panels
actions.dmi is way too cluttered and messy, and with inhands getting the axe I decided to fix this, too. I separated the major categories of actions into their own files, like antagonist-specific actions and spells. A full list of categories is found here:
actions_AI.dmi contains AI-specific actions;
actions_clockcult.dmi contains clockcult-specific actions, and scripture quickbind icons;
actions_cult.dmi contains cult-specific actions as well as sintouch;
actions_flightsuit.dmi contains flightsuit and flightpack actions;
actions_items.dmi contains minor item-specific actions such as the hierophant club and jetboots;
actions_mecha.dmi contains actions related to mechs;
actions_minor_antag.dmi contains antag-related actions with no other spot, like devils/abductors;
actions_revenant.dmi contains revenant ability icons;
actions_silicon.dmi contains minor silicon and console icons, like pAI and xenobiology consoles;
actions_slime.dmi contains slime actions;
actions_spells.dmi contains icons for all spells;
actions_xeno.dmi contains icons for all xeno actions; and
backgrounds.dmi contains backgrounds for the action buttons.
Add's a tool that lays cable as you walk , speeding up cable construction
add: Nanotrasen has begun production of the Rapid Cable Layer, a tool that helps you lay down cables faster
add: You can now craft ghetto RCLs with metal, a screwdriver, welder, and wrench. They hold less cable, and may fall apart or jam!
* Begins converting Ninjas into the new antagonist datum system. Does not compile. Work in progress.
* More work towards datumizing ninjas. Still not finished. Now compiles.
* Adds ninja to traitor panel.
* Add objectives now takes an arg for number of objectives.
* Event now actually ninjas the ninja.
* Ninja suit initialization now works.
* Cleans up the suit initialization code some.
* Suit initialization is now action rather than verb based.
* Now properly adds objectives and memories to the mind upon gaining datum.
* Starts to replace ninja verbs with actions.
* Hooks ninja abilities up to action buttons.
* Whoops, missed a verb. Gloves are next.
* Adds toggle ineraction type action button.
* Changes icons as per ChanglingRain's suggestions.
* Second round of changes for ChanglingRain
* Replaces sleeps with addtimers. It's ugly, but more CPU efficient.
* Fixes compile errors.
* Fixes compile error, again.
* Ghosts now have a language menu
🆑 coiax
add: Ghosts can now modify their own understood languages with the
language menu.
/🆑
- Language menu is now on /atom/movable, and can be opened by any atom
with the `open_language_menu` proc.
- Used for testing, and simulating what various station members hear.
* Language holders, I
* Language holder, II
* Dos line endings
* MIND LANGUAGES
* Fixes some mobs not having language holders in their minds
* Shadow languages
* How did you lose the holder?
* Mob level IC->Open Language Menu verb
* Gives draconic to silicons
* Lazy breeki
* Use of pre-initialized global lists for languages
* Fixes bugs with lazy holders
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.
The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.
🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑