* Label component additions that should have been included
updates comments
forget this
* fix spelling mistake
* I suck at spelling
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
We do this by moving it's callback from the reagent itself to the mob. The callback proc has also changed,
I've added the behavior to revive(), based on the preseance of excess_healing in the arguments.
This is a little snowflakey but the behavior is consistent.
SS_BACKGROUND Conflicts with SS_TICKER and SS_NO_TICK_CHECK's behavior in certain ways. This fixes that breaking the mc.
SS_BACKGROUND has its own priority bracket that assumes that all remaining subsystems to run are also SS_BACKGROUND, allowing one of these to run when running SS_TICKER subsystems would cause the MC to assume all subsystems that run after it that tick were background subsystems, breaking the math of how much time to allocate the subsystem.
When delaying a run of a SS_NO_TICK_CHECK subsystem for lack of time, the MC will modify it's priority so it runs sooner next tick, if this happened on a background SS_NO_TICK_CHECK subsystem, it would update the wrong running total and desync the running total of the priority of all queued subsystem from the actual sum of those subsystem's priority.
* Adult slimes death fix.
Adult slimes on death drop split on turf.
* Slime sptil fix.
Slime appears on turf on split.
* Slime split fix.
Slime don't split while in closet, etc.
* drip of flexibility
Co-Authored-By: XDTM <heliumt@yahoo.it>
* drip of flexibility
Co-Authored-By: XDTM <heliumt@yahoo.it>
* drip of flexibility
Co-Authored-By: XDTM <heliumt@yahoo.it>
Co-authored-by: XDTM <heliumt@yahoo.it>
* adds pruno; adds garbage bags to all map permas for pruno; adds moldy bread for pruno
* tells travis to eat shit
* ups time to make pruno; tweaks recipe
* changes moodlet, breaks mold into separate reagent, slightly tweaks recipe display
* travis please eat every dick in existence except for one and then continuously clone-a-willy that dick so you can continue this task for all eternity
* changes disgust, adjusts comments
* does this fix the shit
* does THIS work
* spooky's edits
Adds the Families gamemode to the codebase. In this 1 hour showdown,
multiple criminal families are placed onto the station with their goal
to rack up the most points by the end of 1 hour. At which point, the
Space Cops hit up the station to crack down on the family activity. The
severity of the Space Cops is based on how much carnage and murder the
families have committed.
## Why It's Good For The Game
With an actual official medium/heavy RP server, and the codebase taking
a much harder swing towards heavier consequences for death, a more
player focused gamemode with a unique swing on teamwork, the concept of
what exactly is an antagonist, and trust/paranoia will do wonders to
help improve that atmosphere.
Previous tests went extremely well(when administrators weren't
intentionally sabotaging it by welderbombing families as the Head of
Security every single round immediately with no escalation), but
suffered from "this just isn't a gamemode for no RP servers like /tg/".
However, /tg/ is now an RP server.
Get ready to rep your family.
## Isn't this just Gang?
Heck no. Only thing similar is tagging turf and the fact criminal
groups are involved. This mode is completely different otherwise.
## Heck yeah, where do I sign up?
Ask a family member where their Signup Point is, and then simply click
on it with an open hand. You'll be signed up for the family instantly,
and given some sick threads and a spraycan for tagging.
## How do I rep my family?
Wear your gang's uniform or colors similar.
## What does it mean to roll with a crew?
Travel in a group of four or more for bonus points towards your gang.
However, you receive less for having eight or more, so be careful. Try
to spread your crews out!
## I'm an X, what do?
Gangster: Yeah, go do whatever. Wanna backstab your gang? Go for it.
You can switch sides at any time by clicking on an enemy gang's sign up
point. Wanna murder some snitch because they ratted you out to the
pigs? Do it. Wanna pressure the locals into supplying you with goods to
export? Emergent gameplay.
Civilians: Wanna join a gang? Go for it. Gangsters probably shouldn't
be arbitrarily murdering you, but if you're repping someone else's
colors, don't expect to be given a free pass. After all, uniforms are
the only way to really identify a gang member.
SPACE COP: Get rid of all the gangsters. Secure the station. Protect
the law. Uphold the law. Eat donuts.
## No huds? How can I tell if someone's part of my group?
Tough shit, man. I hope you like trust.
In short, this gamemode will be a fun exercise in how far the
playerbase can go in regards to trusting eachother and unifying to meet
a common goal for their group with no rules, gameplay mechanics, or
anything actively forcing them to work together.
## How do I know if someone is a gangster?
1. Are they wearing a gang uniform/color?
If yes, they're probably a gangster.
If no, they're probably a civvie.
2. Are they attacking gangsters?
If yes, they're probably a gangster.
If no, they're probably a civvie.
* Update carbon_movement.dm
* Carbon use jets before basic spacemove sources
Now carbons dont try propel yourself by thing around, when use jet.
* up
* Jet used when jet must be used
No more persistent jet air use
* Jet implant used when jet implant must be used
No more persistent jet implant air use
* TRUE and FALSE in carbon_movement.dm
* missing right-paren
* missing right-paren in imp
* better jetpack check
* better augment jetpack check
* augment jet toggle on fix
* fix m
* up
* Jet trails only on air use
* Clothing armour values on examine
* relearn year 1 maths
* it's a link now
* PROTECTION CLASSES (I-V)
rating system is worthless if you don't know the range
* nothing i do seems complex enough to autodoc
but here is a good attempt
* armor classes now split between armor and durability
* Update clothing.dm
* i program my home computer
* oh i'm sayin it
* underline instead of blank line
too many lines makes it hard to compare values
* autodoc i hope it's good
* autodocs proc properly
- changes vague number var to armor
- renames proc to be more descriptive
- makes it so armor value rounds to nearest 10 instead of implicitly rounding down to 1 sig fig
- changes armor readout formatting to hopefully look better
- simplifies code by dividing the armor value by 10 before converting to roman numerals
Fixed some minor alignment/ orientation issues on the inhands of various sheets and adds a bit of missing code to the bronze tilesheets because it's parent is a tile instead of a sheet.
added Plasteel, Plasma, Adamantine, Runite, Mythril, Alien alloy (shameless copy of the tile sprite) and Bamboo. Also changed all sheet sprites to be obstructed when your body is in front of it while you're facing north.
* Initial Commit, hot new combat medic hardsuit for the blackmarket
* This time I'll actually finish my sente
* Hardsuit can now hold pillbottles, First Aid Kits, and individual medical bits
* Updates armor values, nice in-between from medical and security values now.
* Kryson's frontsprites and I reworked the other ones to match.
* Rogue pixel. We're good now.
* And this helmet too.
* Lets try not to harass me in the future.
* It can use the default cell, sure.
* True
* Check?
* Cats cannot catch pray smarter than them.
* hey, at least I added a cooldown to the emote this time.
* Classic cat n mouse
* Sorry, I can't glean a complete thought through one emoji.
* Damnit.
* Longer var name
* First backend version
* First version
* Bugfixes and tweaks
* Tweaks, autodoc, polish
* tgui: Exosuit Control Console
* Rename, tweaks, review fixes, code improvement