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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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42bbdf543c |
Fixes the armor penetration calculation for AP values greater than 100 (#94648)
## About The Pull Request While testing out some... fuckery... I found out that weapons with more than 100 armor penetration actually *increase* the effectiveness of armor, due to the numerator and denominator of the calculation *both* being negative, resulting in a positive over-unity quotient. This isn't caught by the macro that performs this calculation because it only checks if the penetration *exactly* equals 100. This has been changed to a greater-than-or-equal check. ## Why It's Good For The Game I'm pretty sure weapons with unimaginably high armor penetration capability shouldn't actually make the armor they are penetrating **stronger** against it. ## Changelog 🆑 fix: If, for some godforsaken reason, you find yourself with a weapon that has more than 100% armor penetration, it will now properly ignore armor in its entirety instead of ENHANCING it, which it used to do. /🆑 |
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bfdb237612 | Spooky Scary Supreme Surgery (Rework) (#93697) | ||
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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c0f8e7bb5c |
Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request Gets, yet again, more granular with multiload capabilities, by introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with this can speed-load ammo boxes that are currently inside another gun, like revolver cylinders or internal magazines. To accomodate for this, the previous flag that covered this, `AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded magazines (e.g. internal magazines, including revolver cylinders). Also implements a base type for speedloaders, moving .38 and .357 speedloaders along with .310 stripper clips to this type, instead of being ammo boxes. Also features an UpdatePaths script for mappers, which is why there's so many files touched - repathing is a pain. Also also adds fancy types for ammo boxes, magazines, and speedloaders, which isn't particularly player-facing. Also also also makes the lionhunter ammo strip for the lionhunter rifle visually three rounds only instead of being perpetually half-full (or half-empty, depending on your pessimism). ## Why It's Good For The Game The hypothetical case of "ammo box that holds shotgun ammo" should probably... not... teleport as much of its ammo as possible into a tube-fed shotgun, but should probably still be okay at reloading magazines that actually go into shotguns. Or something. More relevant, reloading BR-38 magazines with speedloaders, while funny, probably also shouldn't be teleporting in six fresh rounds. ## Changelog 🆑 balance: General ammo boxes (not speedloaders, not stripper clips) can no longer multiload into currently loaded magazines (revolver cylinders, internal magazines). balance: Speedloaders are now a separate type from ammo boxes, and can only multiload into currently loaded magazines e.g. revolver cylinders. qol: Ammo boxes, magazines, and speedloaders now have fancier types for spawning in by admins. sprite: Lionhunter ammo clips are visually smaller now. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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57884727ca |
Attackedby differentiates failed attacks from 0 damage attacks (#92564)
## About The Pull Request Fixes #92558 Currently `attacked_by` does not differentiate an attack that did 0 damage with an attack that failed (due to blocking or whatnot) See also: This hack I left in https://github.com/tgstation/tgstation/blob/ce958c77c006a5fe279fb46fed513206e341cfce/code/_onclick/item_attack.dm#L346-L347 This causes problems because successful attacks can deal 0 damage. See linked issue. This PR addresses the issue by having `attacked_by` return `-1` (`ATTACK_FAILED`) for attacks which entirely do not connect. -1 was used so consumers can easily check if an attack did 0 damage OR failed (via checking `<= 0`) This isn't the preferred fix - I'd prefer if all block checking and zone targeting was moved to `/item/proc/attack`, but that requires attack itself be reigned in a bit (cuz it's still a bit of a mess). ## Changelog 🆑 Melbert fix: Item on-attack effects will trigger as expected when hitting a limb at damage cap /🆑 |
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efb0e037e6 |
Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request Ammo box `multiload` var was changed into a bitflag covering `AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By default, ammo boxes have both multiloading in and out, while magazines only have multiloading in, which means you can't use magazines as speedloaders, but you can still feed ammo into magazines quickly if you had, say, an ammo box for that magazine's caliber. Or... something. --- Also adds an icon state for .223 casings, which is just an edit of the old 7.62 casings to be shorter. <img width="403" height="89" alt="image" src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf" /> --- Also adds a description for toy gun magazines. ## Why It's Good For The Game Splitting ammo box multiload into "multiload in" and "multiload out" means you can't use an ammo box as a speedloader, which I thought was silly. Emergent gameplay, sure, but also silly. .223 having a unique icon instead of just looking like any other pistol casing is nice (read: pistol-caliber casings from a rifle round annoyed me). Toy gun magazine thing was for funsies at this point. ## Changelog 🆑 code: Ammo boxes' multiload variable is now a bitflag that determines if a magazine can be multiloaded into or out of. Ammo boxes can multiload in or out, while magazines can only multiload in. image: .223 ammo now has a distinct casing icon. fix: Foam force magazines now have a proper description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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844ad39d65 |
Attackedby differentiates failed attacks from 0 damage attacks (#92564)
## About The Pull Request Fixes #92558 Currently `attacked_by` does not differentiate an attack that did 0 damage with an attack that failed (due to blocking or whatnot) See also: This hack I left in https://github.com/tgstation/tgstation/blob/ce958c77c006a5fe279fb46fed513206e341cfce/code/_onclick/item_attack.dm#L346-L347 This causes problems because successful attacks can deal 0 damage. See linked issue. This PR addresses the issue by having `attacked_by` return `-1` (`ATTACK_FAILED`) for attacks which entirely do not connect. -1 was used so consumers can easily check if an attack did 0 damage OR failed (via checking `<= 0`) This isn't the preferred fix - I'd prefer if all block checking and zone targeting was moved to `/item/proc/attack`, but that requires attack itself be reigned in a bit (cuz it's still a bit of a mess). ## Changelog 🆑 Melbert fix: Item on-attack effects will trigger as expected when hitting a limb at damage cap /🆑 |
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8e350f1f86 |
Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request Ammo box `multiload` var was changed into a bitflag covering `AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By default, ammo boxes have both multiloading in and out, while magazines only have multiloading in, which means you can't use magazines as speedloaders, but you can still feed ammo into magazines quickly if you had, say, an ammo box for that magazine's caliber. Or... something. --- Also adds an icon state for .223 casings, which is just an edit of the old 7.62 casings to be shorter. <img width="403" height="89" alt="image" src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf" /> --- Also adds a description for toy gun magazines. ## Why It's Good For The Game Splitting ammo box multiload into "multiload in" and "multiload out" means you can't use an ammo box as a speedloader, which I thought was silly. Emergent gameplay, sure, but also silly. .223 having a unique icon instead of just looking like any other pistol casing is nice (read: pistol-caliber casings from a rifle round annoyed me). Toy gun magazine thing was for funsies at this point. ## Changelog 🆑 code: Ammo boxes' multiload variable is now a bitflag that determines if a magazine can be multiloaded into or out of. Ammo boxes can multiload in or out, while magazines can only multiload in. image: .223 ammo now has a distinct casing icon. fix: Foam force magazines now have a proper description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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002099f720 |
Shadow humanoids are now burned and confused by flashes of light, in lieu of stamina loss when applicable (#92146)
## About The Pull Request `Flash_act()` no longer stuns Shadow/Nightmare species mobs. It instead applies confusion and high (-ly spammable) damage. Just to be absolutely clear, this applies to both the "shadow" halloween species and the Nightmare antag species. This applies to most forms of flashes, including welding, flashbangs, and of course, flashes. I'm going to talk about those seperately: FLASHES: Head-on flashes do 16 damage and apply 3 seconds of confusion. This goes down to 8 damage and 1 second if from the side. If you want to open up a fight with a Nightmare, you can still flash it like usual. The enemy will be hurt and confused, but not stunned like previously. You could continue spamming flashes (assuming you're at the right angle) to keep doing damage and keep them confused, but they won't be helpless and will likely start attacking you while you do this. Not-head-on flashes do half damage and confuse for half as long. It still works but not as good, just like flashes do in every other case. Yes, this does include in-hand flash uses, so if you're afraid of getting jumped by a nightmare, you can keep one in your back pocket and spam it as you run away for safety. THE OTHER FLASH_ACT() STUFF: Other sources of flashes will do full damage regardless of distance or direction faced. This includes flashbangs (they won't stun) and welding (your whole body is made of shadow, so you won't be protected by a welding mask). Seriously. Don't try to operate a welder as a Nightmare. Just jaunt past the wall. You will die. OH ALSO: Shadow species now have a cool sounding scream. They scream when flashed too. https://github.com/user-attachments/assets/781f9d2f-d2a9-4be5-ab47-95a4261dfa55 ## Why It's Good For The Game Flashes should not be the remedy to the Nightmare issue. They're roundstart gear, virtually everywhere, and come as standard gear for every cyborg. The flashes aren't the issue, it's the effect they have on Nightmares. Rather than remove flashes from the equation entirely, they're now a handy tool for opening up attacks on Nightmares. You can land a good hit with them to confuse and injure them, then follow up with the baton or welder or whatever you were carrying around. Effectively, flashes been bumped down from "two-shot wincon that most of your adversaries have as default gear" to "controlled equipment that a player might want when they know they'll have to fight this particular antag". As for the rest of the sandbox corners that this affects, I think being more sensitive to even benign flashes of light makes sense in-character. And... it adds a little bit more depth to the species. Now all sources of bright, flashing light are something that must be considered, rather than just the ones used to kill antagonists. ## Changelog 🆑 Rhials balance: Nightmares/Shadowpeople are no longer stunned by intense flashes like flashbangs or handheld flashes. balance: Nightmares/Shadowpeople are now harmed and confused by ALL flash sources, including welding or other sources of flash-like flashing. sound: Nightmares now have a wretched hiss as their default scream sound. Spooky! /🆑 |
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2fc99d12d0 |
Shadow humanoids are now burned and confused by flashes of light, in lieu of stamina loss when applicable (#92146)
## About The Pull Request `Flash_act()` no longer stuns Shadow/Nightmare species mobs. It instead applies confusion and high (-ly spammable) damage. Just to be absolutely clear, this applies to both the "shadow" halloween species and the Nightmare antag species. This applies to most forms of flashes, including welding, flashbangs, and of course, flashes. I'm going to talk about those seperately: FLASHES: Head-on flashes do 16 damage and apply 3 seconds of confusion. This goes down to 8 damage and 1 second if from the side. If you want to open up a fight with a Nightmare, you can still flash it like usual. The enemy will be hurt and confused, but not stunned like previously. You could continue spamming flashes (assuming you're at the right angle) to keep doing damage and keep them confused, but they won't be helpless and will likely start attacking you while you do this. Not-head-on flashes do half damage and confuse for half as long. It still works but not as good, just like flashes do in every other case. Yes, this does include in-hand flash uses, so if you're afraid of getting jumped by a nightmare, you can keep one in your back pocket and spam it as you run away for safety. THE OTHER FLASH_ACT() STUFF: Other sources of flashes will do full damage regardless of distance or direction faced. This includes flashbangs (they won't stun) and welding (your whole body is made of shadow, so you won't be protected by a welding mask). Seriously. Don't try to operate a welder as a Nightmare. Just jaunt past the wall. You will die. OH ALSO: Shadow species now have a cool sounding scream. They scream when flashed too. https://github.com/user-attachments/assets/781f9d2f-d2a9-4be5-ab47-95a4261dfa55 ## Why It's Good For The Game Flashes should not be the remedy to the Nightmare issue. They're roundstart gear, virtually everywhere, and come as standard gear for every cyborg. The flashes aren't the issue, it's the effect they have on Nightmares. Rather than remove flashes from the equation entirely, they're now a handy tool for opening up attacks on Nightmares. You can land a good hit with them to confuse and injure them, then follow up with the baton or welder or whatever you were carrying around. Effectively, flashes been bumped down from "two-shot wincon that most of your adversaries have as default gear" to "controlled equipment that a player might want when they know they'll have to fight this particular antag". As for the rest of the sandbox corners that this affects, I think being more sensitive to even benign flashes of light makes sense in-character. And... it adds a little bit more depth to the species. Now all sources of bright, flashing light are something that must be considered, rather than just the ones used to kill antagonists. ## Changelog 🆑 Rhials balance: Nightmares/Shadowpeople are no longer stunned by intense flashes like flashbangs or handheld flashes. balance: Nightmares/Shadowpeople are now harmed and confused by ALL flash sources, including welding or other sources of flash-like flashing. sound: Nightmares now have a wretched hiss as their default scream sound. Spooky! /🆑 |
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2dbbe4f41d |
Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
Reworks the Voidwalker into a basic mob, including a lot of the balance and mechanics! Old (left), new (right)  https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf (little outdated) https://youtu.be/cp1E3qPJGX4 (high res mirror) **🟨Voidwalker mob changes🟨** No longer a human species and no more void eater. Instead deals damage by simple unarmed attacks. Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to knock out) with left-click, and slight brute on right click. Non-human mobs automatically take brute damage instead of oxygen damage. 150 HP 33% burn armor Yes it has hands, but it can only pick up and drop stuff **🟨Window phase🟨**  Instead of needing to smash a window with the void eater, moving through windows simply leaves them passable for 5 seconds. Makes kidnapping a lot easier, but also makes it easier for people to chase you People who used the voided skull also leave windows passable for a short bit. **🟩Cosmic Charge🟩** Standard charge ability, but only lets you charge towards space and works while dragging people **🟩The Vomitwalker🟩** People you kidnapped now occasionally do the nebula vomit, which voidwalkers can use to dive from and into  Diving into it is very fast but also removes the nebula vomit. You can also kidnap people into the vomit (this doesn't remove the vomit). There is also a little UI for tracking this. Clicking it while in space dive teleports you to the next nebula vomit, if there are any.  **🟨Voided people changes🟨** Kidnapped people and people that used the cosmic skull are no longer muted, but take 10% extra brute and occasionally leave behind glass shards when taking a lot of damage. Are no longer obliterated on a second encounter with voidwalkers. Voidwalkers can't hurt people they've already voided (unless they really want to), but instead just knock them out for 30s Also the kidnapped do space vomit as I said earlier. **🟩Sunwalker🟩** Voidwalker variant made for pure murderbone. Has no camo and kindap mechanics, but has a fiery charge, loads of damage and area igniting and people ignition. It's admin, but I might change this later once I've had some more time to think about it.  Other changes: - Voidwindows no longer need to be space adjacent - Unsettle works faster but can't be used in combat anymore - Space camo now grants complete space invisibility - Makes a lot of aspects easily moddable, so we can easily mod it into a moistwalker in-game - Taking a cosmic skull when you already used one gives you the old voidwalker void eater arm. Additional uses just gives you more void eater arms until you run out of hands - I definitely forgot a lot more - I made a cool voidwalker hud! It even has a unique space camo toggle <details> <summary>Lot of text</summary> Voidwalker was basically a snowflaked toghether human species because I didn't know how to sprite, but I was able to work with species and visual effects. Then I realized I can just commission sprites! This also let me just cut out a lot of the snowflake code, because it's no longer a human so half the things I didn't want them to be able to do, they just literally cannot do. Voidwalkers were in a bit of strange spot with kidnapping? There was essentially no incentive, other than "smash spaceman = funny". They also had issues doing, anything? There's surprisingly little space on a space station, especially maps such as tram. Making the voided victims have nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving them a way to appear basically anywhere on the station. I don't think it's too overpowered. Voided people don't vomit that much, it's easily cleanable and diving into it removes them, so they're limited usability. Replacing the brute damage with oxygen damage also kinda... just makes sense? I seriously contemplated letting them do stamina damage for the first iteration, but opted not to do it because stamina damage has so many hooks attached. Oxygen damage doesn't! It's also just incredibly thematic, let's them bypass most armor and makes them more suited to non-letha kidnappings. Space camo making them completely invisible was also long overdue. It was literally just urging people to turn up their gamma and turn down their parallax settings. I thought it was an interesting mechanic, but it's just straight up unfair and doesn't belong in a multiplayer game. They now more frequently leave behind little glass shards, leave particles from nebula vomit they leave from and have more unique sound effects, so attentive (and lucky) people can still deduce if an area is safe-ish. I removed being able to shatter voided people because the mechanic was deeply misunderstood. It was intended to give them a means of removing people if they kept incessently bothering the voidwalker, but people went out of their way to use this to roundremove people they had already voided. The 30s sleep conveys my intention a lot better, and fits better now that the voidwalker benefits from having as many voided people vomitting all over the place. The cosmic charge gives them some much needed survivability. My experiences (in observing voidwalkers, I can never get the roll ;_;) is that they're constantly one mistake away from complete obliteration. The cosmic charge let's them get out quick despite their slow movement speed in gravity. It also makes them stronger when fighting in space. They got 33% burn armor so it's a tiny bit harder to wipe them away in a single laser salvo, while still giving people ample opportunity to fight them off . Also they're like glass or something so it fits thematically. I gave them hands because I thought it was cool, might be a mistake idk </details> 🆑 Time-Green, INFRARED_BACON add: Voidwalker has been throughly reworked! Now you are even less safe! admin: Adds admin-only Sunwalker mob fix: Unsettle doesnt work on yourself anymore fix: Space camo doesnt stop bobbing anymore fix: Voidwalker windows now recharge on kidnap runtime: Fixes healthanalyzers runtiming when scanning mobs without reagent holders /🆑 |
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39a2434c06 |
Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
## About The Pull Request Reworks the Voidwalker into a basic mob, including a lot of the balance and mechanics! Old (left), new (right)  https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf (little outdated) https://youtu.be/cp1E3qPJGX4 (high res mirror) **🟨Voidwalker mob changes🟨** No longer a human species and no more void eater. Instead deals damage by simple unarmed attacks. Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to knock out) with left-click, and slight brute on right click. Non-human mobs automatically take brute damage instead of oxygen damage. 150 HP 33% burn armor Yes it has hands, but it can only pick up and drop stuff **🟨Window phase🟨**  Instead of needing to smash a window with the void eater, moving through windows simply leaves them passable for 5 seconds. Makes kidnapping a lot easier, but also makes it easier for people to chase you People who used the voided skull also leave windows passable for a short bit. **🟩Cosmic Charge🟩** Standard charge ability, but only lets you charge towards space and works while dragging people **🟩The Vomitwalker🟩** People you kidnapped now occasionally do the nebula vomit, which voidwalkers can use to dive from and into  Diving into it is very fast but also removes the nebula vomit. You can also kidnap people into the vomit (this doesn't remove the vomit). There is also a little UI for tracking this. Clicking it while in space dive teleports you to the next nebula vomit, if there are any.  **🟨Voided people changes🟨** Kidnapped people and people that used the cosmic skull are no longer muted, but take 10% extra brute and occasionally leave behind glass shards when taking a lot of damage. Are no longer obliterated on a second encounter with voidwalkers. Voidwalkers can't hurt people they've already voided (unless they really want to), but instead just knock them out for 30s Also the kidnapped do space vomit as I said earlier. **🟩Sunwalker🟩** Voidwalker variant made for pure murderbone. Has no camo and kindap mechanics, but has a fiery charge, loads of damage and area igniting and people ignition. It's admin, but I might change this later once I've had some more time to think about it.  Other changes: - Voidwindows no longer need to be space adjacent - Unsettle works faster but can't be used in combat anymore - Space camo now grants complete space invisibility - Makes a lot of aspects easily moddable, so we can easily mod it into a moistwalker in-game - Taking a cosmic skull when you already used one gives you the old voidwalker void eater arm. Additional uses just gives you more void eater arms until you run out of hands - I definitely forgot a lot more - I made a cool voidwalker hud! It even has a unique space camo toggle ## Why It's Good For The Game <details> <summary>Lot of text</summary> Voidwalker was basically a snowflaked toghether human species because I didn't know how to sprite, but I was able to work with species and visual effects. Then I realized I can just commission sprites! This also let me just cut out a lot of the snowflake code, because it's no longer a human so half the things I didn't want them to be able to do, they just literally cannot do. Voidwalkers were in a bit of strange spot with kidnapping? There was essentially no incentive, other than "smash spaceman = funny". They also had issues doing, anything? There's surprisingly little space on a space station, especially maps such as tram. Making the voided victims have nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving them a way to appear basically anywhere on the station. I don't think it's too overpowered. Voided people don't vomit that much, it's easily cleanable and diving into it removes them, so they're limited usability. Replacing the brute damage with oxygen damage also kinda... just makes sense? I seriously contemplated letting them do stamina damage for the first iteration, but opted not to do it because stamina damage has so many hooks attached. Oxygen damage doesn't! It's also just incredibly thematic, let's them bypass most armor and makes them more suited to non-letha kidnappings. Space camo making them completely invisible was also long overdue. It was literally just urging people to turn up their gamma and turn down their parallax settings. I thought it was an interesting mechanic, but it's just straight up unfair and doesn't belong in a multiplayer game. They now more frequently leave behind little glass shards, leave particles from nebula vomit they leave from and have more unique sound effects, so attentive (and lucky) people can still deduce if an area is safe-ish. I removed being able to shatter voided people because the mechanic was deeply misunderstood. It was intended to give them a means of removing people if they kept incessently bothering the voidwalker, but people went out of their way to use this to roundremove people they had already voided. The 30s sleep conveys my intention a lot better, and fits better now that the voidwalker benefits from having as many voided people vomitting all over the place. The cosmic charge gives them some much needed survivability. My experiences (in observing voidwalkers, I can never get the roll ;_;) is that they're constantly one mistake away from complete obliteration. The cosmic charge let's them get out quick despite their slow movement speed in gravity. It also makes them stronger when fighting in space. They got 33% burn armor so it's a tiny bit harder to wipe them away in a single laser salvo, while still giving people ample opportunity to fight them off . Also they're like glass or something so it fits thematically. I gave them hands because I thought it was cool, might be a mistake idk </details> ## Changelog 🆑 Time-Green, INFRARED_BACON add: Voidwalker has been throughly reworked! Now you are even less safe! admin: Adds admin-only Sunwalker mob fix: Unsettle doesnt work on yourself anymore fix: Space camo doesnt stop bobbing anymore fix: Voidwalker windows now recharge on kidnap runtime: Fixes healthanalyzers runtiming when scanning mobs without reagent holders /🆑 |
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a8fe50f4f4 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
(cherry picked from commit
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fb9824a401 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request If you use the mech clamp offensively, it actually performs an attack animation and sound, and properly checks armor and block. It only deals brute damage. As a consequence of these changes, it actually logs attacks made against mobs that die when gibbed. Also, xenos take x3 damage from the clamp. ## Why It's Good For The Game This is a pretty sinister kind of attack, as it is completely silent except for throwing a warning into chat, and can be done even in a large crowd of people. Someone who isn't aware that the clamp can be used this way may not even understand what is happening before it is too late. > block check While mech melee doesn't normally check block, this is an improvised attack on a non-combat mech. I think it should stay a bit weak compared to a proper mech melee in most ways and have some additional limitations. > Xenos I thought this was already a thing. It's thematically on point, no? ## Changelog 🆑 balance: Mech hydraulic clamps perform an attack animation and sound when attacking mobs. balance: Mech hydraulic clamps can be blocked and respect armor. balance: Mech hydraulic clamps do triple damage to xenomorphs. /🆑 |
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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c57341f771 |
Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request This PR enables most mobs to take stamina damage, become slowed as a result of taking stamina damage. It also gives most mobs CANSTUN which not only allows them to enter stamcrit from taking stamina damage but also makes them vulnerable to mechanics like stun batons. Mobs which already took stamina damage (Spiders and Space Dragons) still work the same way. Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts, and most kinds of mob closely associated with antagonists still don't take stamina damage. ## Why It's Good For The Game A new player armed with a disabler will probably try and use it on aggressive animals and be disappointed, but I don't think there is any _reason_ for them to be disappointed when it's already something they are doing merely to delay being attacked rather than to kill the target. It's not intuitive for these mechanics not to function against simple mobs when they do against humans, _especially_ the kinds of mobs which look like humans, and there isn't any technical reason why it _couldn't_ work against most mobs which it looks like they should work against. While this reduces the threat level of some mobs against Security players I think the greater interaction with the sandbox is beneficial. I'm hopeful it doesn't have that much effect on many of the most common places you encounter dangerous mobs like Space Ruins or Gateways as they are also places where you can't reliably recharge your energy-based stamina weapons as most that don't require energy do require getting into melee and endangering yourself. ## Changelog 🆑 balance: Most biological mobs are now slowed by taking stamina damage, and can be stunned. Mechanical mobs, mining mobs, and several other special kinds (chiefly those invoked by antagonists) are unaffected. If this seems to effect any mob it probably shouldn't, please report it as a bug. /🆑 |
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d19b8de989 |
Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request This PR enables most mobs to take stamina damage, become slowed as a result of taking stamina damage. It also gives most mobs CANSTUN which not only allows them to enter stamcrit from taking stamina damage but also makes them vulnerable to mechanics like stun batons. Mobs which already took stamina damage (Spiders and Space Dragons) still work the same way. Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts, and most kinds of mob closely associated with antagonists still don't take stamina damage. ## Why It's Good For The Game A new player armed with a disabler will probably try and use it on aggressive animals and be disappointed, but I don't think there is any _reason_ for them to be disappointed when it's already something they are doing merely to delay being attacked rather than to kill the target. It's not intuitive for these mechanics not to function against simple mobs when they do against humans, _especially_ the kinds of mobs which look like humans, and there isn't any technical reason why it _couldn't_ work against most mobs which it looks like they should work against. While this reduces the threat level of some mobs against Security players I think the greater interaction with the sandbox is beneficial. I'm hopeful it doesn't have that much effect on many of the most common places you encounter dangerous mobs like Space Ruins or Gateways as they are also places where you can't reliably recharge your energy-based stamina weapons as most that don't require energy do require getting into melee and endangering yourself. ## Changelog 🆑 balance: Most biological mobs are now slowed by taking stamina damage, and can be stunned. Mechanical mobs, mining mobs, and several other special kinds (chiefly those invoked by antagonists) are unaffected. If this seems to effect any mob it probably shouldn't, please report it as a bug. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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52678d41b5 |
Everyone is kung fu fighting: Refactors martial arts / You can have multiple martial arts and swap between them (#89840)
## About The Pull Request Refactors martial arts off the mind. Don't worry the martial arts you learn still transfer with mindswap Instead, they are just tracked on a list on the mob, and they also independently track the datum that created them This fixes a lot of jank with martial arts, like say, having your krav maga gloves transfer across slime clones or something... But it also opens an opportunity: As we track all martial arts available, I added a verb (ic tab) that lets you swap between the ones you know  (Some don't let you swap like that one brain trauma) ## Why It's Good For The Game Aforementioned fixes a lot of jank Recently martial arts have just been up and disappearing and this was entirely spurred on by that bug Probably fixes #84710 (haven't checked) Probably fixes #89247 Probably fixes #89948 Probably fixes #90067 ## Changelog 🆑 Melbert refactor: Refactored martial arts, if you notice any oddities like managing to know two martial arts at once or having your powers disappear, report it! add: If you know multiple martial arts, such as krav maga from gloves and cqc from a book, you can now swap between them at will via a button in the IC tab! /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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4af58b3f23 | Cleans up some code in _harm(). Makes sure stagger combos are happening at the right health thresholds. (#89565) | ||
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66ae869243 | Cleans up some code in _harm(). Makes sure stagger combos are happening at the right health thresholds. (#89565) | ||
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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5e95a76651 |
Speedmerge of Upstream CD delay on all action buttons (#2801)
## About The Pull Request SPEEDMERGE FROM UPSTREAM TG This PR reduces the cooldown on selecting which spell to cast using hotkeys. This is because hotkeys have a different cooldown than using your mouse to click the icons. I do not think there should be a reason for using hotkeys to do the same thing as clicking to be clunky to the point shown in videos below. ## Why It's Good For the game Previous https://github.com/user-attachments/assets/91814a17-c753-4c4b-b5cc-68e1be5528ac Introduced here https://github.com/user-attachments/assets/d9db3834-fc56-4a77-b4ef-4948c72b3334 Less clunky, easier to chain abilities. **It works on every single ui button, not just spells btw. So modsuit modules that require targetting, pretty much everything.** (Huge thanks to ArturLang for the help with this) ## Changelog 🆑 qol: Selecting which spells to cast with hotkeys, and using them in general is faster. /🆑 |
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eeadfda40c | Lowers cooldown on hotkey spell selection (#88503) | ||
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7ddc30783a |
Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request This is the first PR in a series attempting to modernize our damage and armor, both from a code and a gameplay perspective. This part implements unique attack animations, adds alternate attack modes for items and fixes some minor oversights. Items now have unique attack animation based on their sharpness - sharp items are now swung in an arc, while pointy items are thrust forward. This change is ***purely visual***, this is not swing combat. (However, this does assign icon rotation data to many items, which should help swing combat later down the line). Certain items like knives and swords now have secondary attacks - right clicks will perform stabbing attacks instead of slashing for a chance to leave piercing wounds, albeit with slightly lower damage - trying to stick a katana through someone won't get you very far! https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1 Turns out that spears acted as oversized knives this entire time, being SHARP_EDGED instead of SHARP_POINTY - in order for their animations to make sense, they're now once again pointy (according to comment, originally they were made sharp because piercing wounds weren't very threatening, which is no longer the case) Another major change is that structure damage is now influenced by armor penetration - I am not sure if this is intentional or not, but attacking item's AP never applied to non-mob damage. Additionally, also fixes an issue where attack verbs for you and everyone else may differ. |
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bbb7a41743 |
Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑 |
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d3bc3e8cb4 |
Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request 1. Having a broken arm will affect your accuracy when firing a weapon with that arm, even potentially causing damage to you if it's a weapon with recoil. This effect is not applied under the effects of a painkiller. 2. The sister effect of this (punching someone with a broken arm) now also has an interact with painkillers (it can no longer block your attack). 3. Being drunk heavily affects ranged weapon accuracy, unless you're the bartender 4. A lot of hand handling cleanup, using new macros to make it a lot more readable at a glance ## Why It's Good For The Game We have this system for modifying firearm accuracy but we don't really use it commonly, and I feel like it slots in well with a lot of places For broken arms, it adds some more depth to the wound system, in the same way that trying to punch someone with a broken arm causes pain. (I actually want to expand this to melee weapon accuracy and attacking with melee weapons in general, but that's for a later time) For drunkenness, it just adds to the drunk shenanigans. It also slightly reduces the effectiveness of drinks as combat healing chemicals, such as quadsec - makes it a bit more of a trade off. ## Changelog 🆑 Melbert balance: Having a broken arm affects your accuracy with ranged weapons fired with that arm. Utilizing a painkiller will nullify this effect, however. balance: Painkillers will prevent your punches from being cancelled due to having a broken arm. You'll still take damage, though. balance: Being drunk now affects your accuracy with ranged weapon. The bartender is immune to this effect via their skillchip. code: A lot of code involving left and right hand handling has been cleaned up, easier to read. Report any oddities, like left and rights being flipped /🆑 |
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85d32d85a0 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/datums/emotes.dm |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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2b0485d0c8 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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6bd877be58 |
[MIRROR] Adds a signal to the stamina crit status effect for listeners to respond to (#28734)
* Adds a signal to the stamina crit status effect for listeners to respond to * Update status_procs.dm * Update stamcrit.dm --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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5751758a4e |
Adds a signal to the stamina crit status effect for listeners to respond to (#84580)
## About The Pull Request Adds a signal to the stamina crit status effect for listeners to respond to Closes: https://github.com/tgstation/tgstation/issues/84561 ## Why It's Good For The Game Code improvement ## Changelog 🆑 fix: fixed CNS rebooter/Changeling adrenaline not preventing/fixing stamina crit /🆑 |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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f4e244fb49 |
[MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599) ## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 * Refactors embedding to use datums instead of storing data in bespoke elements * modular fixes * fix c14 * paint -> pain ugggh --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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b6c84135c3 |
Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 |
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68fcd1842f |
[MIRROR] Limits the methods through which you can be stunned by a shove. Shoves disarm people who are knocked down. (#28667)
* Limits the methods through which you can be stunned by a shove. Shoves disarm people who are knocked down. (#84640) ## About The Pull Request For the sake of this PR's language, we'll be defining two different stuns; First: **wall stuns** are any stuns related to the shoving mechanic where you are pushing people into objects and other people to cause a knockdown. And, while they are in that specific knockdown, you shove them again to stun them. Second, a **shove stun** is any instance where you would be currently able to apply this stun from a shove even if the conditions above have not been met. This PR limits down the potential stuns from a shove to; **wall stuns**, and **shove stuns** following a telescoping baton knockdown or being touched by the Mansus Grasp. To know when you can stun someone with a shove, they will have this animated visual cue.  Successfully stunning, paralyzing or immobilizing the victim will remove the opportunity for a stun. You cannot apply another stun from a shove on someone for at least 3.5 seconds after the last stun was applied. The stun lasts for 3 seconds, so there is a 0.5 gap after the stun expires before another stun from a shove can be applied. This does not prevent further knockdowns or staggers. This part was added mostly to help clarify better when someone is or is not vulnerable, as well as cut down on chain stuns without some additional attacks. To make up for the loss of this advantage, shoving someone while they are in any kind of knockdown forces them to drop their held items. ## Why It's Good For The Game You may have remembered the removal of shove stuns testmerge a bit ago. [You can read a bit about it here, but I'll link specifically to my conclusions about that testmerge.](https://tgstation13.org/phpBB/viewtopic.php?p=726119#p726119) At the moment, shove stuns are very oppressive. Generally, it makes a few engagements against a variety of tools too dangerous to be worth attempting, and can often mean that a fight has already been won not from the intelligent employment of a tool, but the mere existence of one taking advantage of a very specific combination of actions. The most egregious part is that it enables an individual who knows the patterns to chain these stuns together to deny someone a chance at fighting back. Wall stunning, however, is a good equalizer that punishes people for not considering their environment, and rewards players who are. It allows the clever player to maneuver themselves just right to score a powerful reversal against even better equipped opponents, or a strong opener to allow them a chance at a successful attack. And it is a strong example of our environmental combat mechanics. Something that shove stuns in isolation is not necessarily (though it can be in some cases). Shove stuns are not exclusive to these scenarios, however. They exist as a ubiquitous means of turning any given knockdown effect into a chain of stun effects. Better equipped opponents, particularly ones with gear able to apply knockdowns, often find themselves able to readily match any opponent without having to worry about the aforementioned environmental aspect of shoving. It is all the advantages with none of the effort put in, and does play into any kind of struggle once the chain effects start to take place. We want to enable players to be able to have their big win moments against the odds. But we also don't want to be rewarding players for already being in an advantage position beyond what their gear affords them. Edit: With the new visual cue, I've allowed in a few shove stuns for equipment that somewhat needs it in order to function well. Heads of staff utilizing their telebatons are meant to be reasonably intimidating opponents, contractors absolutely need the advantage in order to successfully kidnap, and Heretics were one of the biggest sufferers during the testmerge and clearly also hinge quite a bit on the effect. ## Changelog 🆑 balance: You can only stun someone with a shove if they have been shoved into objects or people, or have been hit by telescopic batons, contractor batons or the Mansus Grasp. balance: If someone is knocked to the floor, however, you can still disarm them of any object with a shove. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Limits the methods through which you can be stunned by a shove. Shoves disarm people who are knocked down. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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f50e7221d1 |
Limits the methods through which you can be stunned by a shove. Shoves disarm people who are knocked down. (#84640)
## About The Pull Request For the sake of this PR's language, we'll be defining two different stuns; First: **wall stuns** are any stuns related to the shoving mechanic where you are pushing people into objects and other people to cause a knockdown. And, while they are in that specific knockdown, you shove them again to stun them. Second, a **shove stun** is any instance where you would be currently able to apply this stun from a shove even if the conditions above have not been met. This PR limits down the potential stuns from a shove to; **wall stuns**, and **shove stuns** following a telescoping baton knockdown or being touched by the Mansus Grasp. To know when you can stun someone with a shove, they will have this animated visual cue.  Successfully stunning, paralyzing or immobilizing the victim will remove the opportunity for a stun. You cannot apply another stun from a shove on someone for at least 3.5 seconds after the last stun was applied. The stun lasts for 3 seconds, so there is a 0.5 gap after the stun expires before another stun from a shove can be applied. This does not prevent further knockdowns or staggers. This part was added mostly to help clarify better when someone is or is not vulnerable, as well as cut down on chain stuns without some additional attacks. To make up for the loss of this advantage, shoving someone while they are in any kind of knockdown forces them to drop their held items. ## Why It's Good For The Game You may have remembered the removal of shove stuns testmerge a bit ago. [You can read a bit about it here, but I'll link specifically to my conclusions about that testmerge.](https://tgstation13.org/phpBB/viewtopic.php?p=726119#p726119) At the moment, shove stuns are very oppressive. Generally, it makes a few engagements against a variety of tools too dangerous to be worth attempting, and can often mean that a fight has already been won not from the intelligent employment of a tool, but the mere existence of one taking advantage of a very specific combination of actions. The most egregious part is that it enables an individual who knows the patterns to chain these stuns together to deny someone a chance at fighting back. Wall stunning, however, is a good equalizer that punishes people for not considering their environment, and rewards players who are. It allows the clever player to maneuver themselves just right to score a powerful reversal against even better equipped opponents, or a strong opener to allow them a chance at a successful attack. And it is a strong example of our environmental combat mechanics. Something that shove stuns in isolation is not necessarily (though it can be in some cases). Shove stuns are not exclusive to these scenarios, however. They exist as a ubiquitous means of turning any given knockdown effect into a chain of stun effects. Better equipped opponents, particularly ones with gear able to apply knockdowns, often find themselves able to readily match any opponent without having to worry about the aforementioned environmental aspect of shoving. It is all the advantages with none of the effort put in, and does play into any kind of struggle once the chain effects start to take place. We want to enable players to be able to have their big win moments against the odds. But we also don't want to be rewarding players for already being in an advantage position beyond what their gear affords them. Edit: With the new visual cue, I've allowed in a few shove stuns for equipment that somewhat needs it in order to function well. Heads of staff utilizing their telebatons are meant to be reasonably intimidating opponents, contractors absolutely need the advantage in order to successfully kidnap, and Heretics were one of the biggest sufferers during the testmerge and clearly also hinge quite a bit on the effect. ## Changelog 🆑 balance: You can only stun someone with a shove if they have been shoved into objects or people, or have been hit by telescopic batons, contractor batons or the Mansus Grasp. balance: If someone is knocked to the floor, however, you can still disarm them of any object with a shove. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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832f9fb865 |
[MIRROR] Significantly increases stamina recovery on most effects that provide it (#28131)
* Significantly increases stamina recovery on most effects that provide it (#83556) ## About The Pull Request Currently, stamina healing is a niche side effect on many drugs, besides a few effects (mostly heretic powers, an obscure side effect of some drinks) that actually contribute to a significant shift in gameplay style when you use them. In this PR I significantly increased the stamina recovery on almost every drug and some effects that provide it. Points of interest (not completely inclusive): Syndicate stimulants heal 12 instead of 5 stamina damage. This will bring you out of stam crit in two cycles, and let you heal out of the slowdown from the stamina damage from a baton strike. The current rate of 5 takes 5 seconds to heal out of stam crit, and the stamina reset takes place before you heal out of stamina damage slowdown. Bath salts heal stamina at the rate stimulants used to. Meth heals stamina slightly slower. Changeling adrenaline will instantly bring you out of stam crit if you're in it; otherwise, it will heal 10 stamina damage. Ephedrine heals 4 stamina per life, instead of 1. Being so drunk that you black out and give up your body to ghost control will make you heal stamina more quickly than an ascended rust heretic. You will also likely be dying of liver damage. ## Why It's Good For The Game At the levels they are set, most of these stamina healing effects have almost no effect on gameplay whatsoever except in the case of tanking a couple of extra disabler shots (only in the case of the high end drugs), or being able to do stamina consuming tasks slightly longer (breaking boulders, grinding with pestle and mortar, working out, ???). Adjusting these numbers would make these drugs an actual factor in combat situations that rely on stamina crit (stun batons, ebows, stamina damaging poisons and diseases). Most of the drugs already have side effects such as brain and organ damage, which in the current state hugely outweighs any reason to use most of them besides a few that give a movespeed buff or prevent baton knockdown (ephedrine, stimulants). This only affects stamina healing. There has been no change to any other interactions with things that knock down or cause any other kind of stun. These changes are in consideration of the fact that taking stamina damage puts you in a cooldown before you can recover your stamina naturally. Effects that cause steady stamina damage will bottom out your stamina the way they do now, unless you use something to heal it. ## Changelog 🆑 balance: Stamina healing has been significantly increased for most reagents and passive effects. /🆑 * Significantly increases stamina recovery on most effects that provide it --------- Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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df0e0811c2 |
Significantly increases stamina recovery on most effects that provide it (#83556)
## About The Pull Request Currently, stamina healing is a niche side effect on many drugs, besides a few effects (mostly heretic powers, an obscure side effect of some drinks) that actually contribute to a significant shift in gameplay style when you use them. In this PR I significantly increased the stamina recovery on almost every drug and some effects that provide it. Points of interest (not completely inclusive): Syndicate stimulants heal 12 instead of 5 stamina damage. This will bring you out of stam crit in two cycles, and let you heal out of the slowdown from the stamina damage from a baton strike. The current rate of 5 takes 5 seconds to heal out of stam crit, and the stamina reset takes place before you heal out of stamina damage slowdown. Bath salts heal stamina at the rate stimulants used to. Meth heals stamina slightly slower. Changeling adrenaline will instantly bring you out of stam crit if you're in it; otherwise, it will heal 10 stamina damage. Ephedrine heals 4 stamina per life, instead of 1. Being so drunk that you black out and give up your body to ghost control will make you heal stamina more quickly than an ascended rust heretic. You will also likely be dying of liver damage. ## Why It's Good For The Game At the levels they are set, most of these stamina healing effects have almost no effect on gameplay whatsoever except in the case of tanking a couple of extra disabler shots (only in the case of the high end drugs), or being able to do stamina consuming tasks slightly longer (breaking boulders, grinding with pestle and mortar, working out, ???). Adjusting these numbers would make these drugs an actual factor in combat situations that rely on stamina crit (stun batons, ebows, stamina damaging poisons and diseases). Most of the drugs already have side effects such as brain and organ damage, which in the current state hugely outweighs any reason to use most of them besides a few that give a movespeed buff or prevent baton knockdown (ephedrine, stimulants). This only affects stamina healing. There has been no change to any other interactions with things that knock down or cause any other kind of stun. These changes are in consideration of the fact that taking stamina damage puts you in a cooldown before you can recover your stamina naturally. Effects that cause steady stamina damage will bottom out your stamina the way they do now, unless you use something to heal it. ## Changelog 🆑 balance: Stamina healing has been significantly increased for most reagents and passive effects. /🆑 |