* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
cl
balance: The Summon Guns and Summon Magic rituals will now only turn 10% of the crew each into antagonists, down from 25%.
/cl
This has frustrated people for a long time. The issue is that these rituals irrevocably destroy the round that they're in by turning one dangerous murderboning antag into literally half the station becoming dangerous murderboning antags. I reduced it to 10% each. I wanted to reduce it to zero so that they wouldn't delay the round for 30 minutes after the wizard teleports in and immediately dies, but I figured that simply reducing the amount of antags spawned would be better received.
cl ShizCalev
fix: Fixed inconsistency where illiterate and blind mobs were able to read some books/manuals, but not others.
fix: Fixed mobs being granted mime speak even if they failed to finish reading the Guide to Advanced Mimery Volumes 1/2.
/cl
Step towards resolving #41396
cl MMMiracles
add: Blobs can now upgrade their strong blobs to reflect projectiles at the cost of their normal health and extra brute resistance.
/cl
When creating strong blobs, creating another strong blob on top of another will create a reflective blob. Reflective blobs reflects projectiles based on their ricochet chance, meaning this more or less shuts down laser fire until someone rushes in to break the reflector or uses ballistics on it.
This might be really only useful for stuff like people placing emitters half-way across the station but having more avenues to deal with laserspam isn't bad.
cl Coughby
add: Sentient Disease now has almost all symptoms at its disposal.
code: Adding single-symptom disease abilities is super easy now.
fix: Sentient Disease can now hear (not sure if this was a bug or intentional).
add: Sentient Disease is a linguist and knows all languages. Still cannot speak.
cl
Purpose:
To give more options for sentient disease, seems pretty lackluster at the moment.
Code:
Typed-Categories as well as Categorizes symptoms, the selection menu will reflect this.
Symptoms in-code without Name/Desc pull from the virus IF they have a singular virus in the list (lol symptoms are a list).
Misc Changes:
Items that cost less under the guise of decreasing the stats when they in-fact increased stats had their discount removed and description to properly reflect they infact buffed the disease.
Costs are my theorycrafting relative to the current costs and I don't plan on changing them until I see how this plays out. See code comment for healing disease prices/changes.
Necro-Metab was not added because I feel like just amassing bodies via morgue seems lame. Inorg-metab was included however.
I hate tgui but if someone wants to edit it to not be a massive table that looks like the wurm spelllist w/o priest restrictions be my guest.
UPDATE: I've included the ability for SDs to hear. They should get a follow link to infected people who speak but I haven't been able to test. The hearing aspect has been tested and works.
UPDATE2: This is also missing the mega ultra evil symptoms but I don't want to touch this PR anymore.
cl Skoglol
code: New helper proc for alt-click turf listing, bypasses any interaction overrides.
code: Ghosts and revenants now use the new proc.
fix: Ghosts can no longer toggleopen sleepers, adjust skateboard speed or close laptops
fix: Revenant can now alt-click turf to list contents.
tweak: Revenant now slightly less nosy, use shift click to examine.
tweak: Alt-clicking the same turf again no longer closes the turf listing tab.
/cl
Fixes#22410
Use the new helper when you want something to have alt-click turf content listing, but no other world interaction.
* Changes unlocks to only use stolen essence.
* Add alt-click functionality.
* Revert "Add alt-click functionality."
This reverts commit b8de8499bc64d5a7d10960e3a59fe5be702a94db.
* Adds a stun for soft-crit drain targets.
* Compile before pushing you dumdum.
* The revenge of ghost snachin willy
* I'm not sure that other way works so I'll do one I'm sure of put one i know will
* Should probably put it before the check
* Uses the spookier list
* new objectives + qol
* beep
* oof
* one line
* prevent kill objectives from having the same target as assimilate objectives
* Free objectivev
* code review
* fix
* yes
A couple things depend on this list being populated to teleport mobs around
towards end game, so removing the spawnpoints just to spread players around at
the very start of the round seems like a pretty blatant oversight.
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.
Before, when a blob died, it would turn white and stop doing anything - but
other than that it wasn't actually anything stating that the blob was dead
(causing some confusion for new players)
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix