* Added new HTN operations & preconditions
* Ok I forgot about partial
* Namespace pierce the skies
* Some fixes, debug and new operators
* Bruh git eat my files
* Reimplement supplybots as non-vehicles
* what the hell is a container container?
* Dumpable
* let them hear supply comms
* unmigrate
* no more QM access
* Skill issue
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Make the floppy lizard ears have two colors.
* please fix whatever the hell happened
* fix the error
* suggestion from Ubaser
* another suggestion from ubaser
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
* Add dock device link port
* SpawnAndDeleteAllEntitiesInTheSameSpot moment
* The fuck is TryStopNukeOpsFromConstantlyFailing??
Do we have a new test that can randomly fail?
* Added new icons for the emote wheel
* Corrected weh path
* Changed whistle to better match other vocal emotes. Modified honk icon to match dimensions of box. Corrected chirp and chitter emote icons.
* Cleaned up edges of icons
* Added attributions.yml to emotes folder
- Now uses a SoundCollection.
- Now properly handles going between maps (audio rework mucho wow).
- GetAudioLength used so it can properly countdown ANY song (wow audio rework wow wow).
* Geras bug fixes
* oops
* its as shrimple as that
toggled transferName in the polymorph yml instead of using the system to manually change it
* its as shrimple as that (2.0)
fixed reviews for zombies having a dummy action, instead - properly implemented removal of action
* its as shrimple as that (3.0)
fixed tests by removing nameidentifier from slime (its already inherited, anyway)
This Aims at balancing the viability of the CMO's lab coat compared to his other available options, those being his winter coat (which is just a straight up upgrade) and his hardsuit.
and also its suppose to level him with RD since RD's lab coat has special rad protection
Co-authored-by: Michael <107807667+Bugfinder1@users.noreply.github.com>
* fuck it we ball
* added recommended copyright information
* revised copyright license
* revised copyright license x2
* finalized the fops
# reduced the number of audio clips
# adjusted the volume of all fox sounds to be consistent with each other
* added new sounds to the overall fox parent mob because we forgot oopsie