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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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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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a2c7c8e57b |
Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request Heretic has received a complete overhaul. This PR touches nearly every aspect of the antagonist. For readability's sake, not every change is going to be listed in this pull request. For the full list of changes please refer to the design doc: https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. Code by Me, @Xander3359 and @Arturlang TGUI by @Arturlang Sprites by OrcaCora and GregorDM Writing bits by @necromanceranne ### Core changes - Cross-pathing has been removed. Main knowledge spells are now exclusive to their path (for the most part). - For every main knowledge unlocked (save for the robes and the blade upgrade), Heretics can choose one option from a draft of 3 random side knowledges (this is a free point). - Heretics can now purchase side knowledges from a new tab, the "Knowledge Shop". Side-knowledges have been divided by tier (Stealth, Defense, Summons, Combat and Main). Tiers are unlocked as you progress toward your main path. - Heretics now gain the grasp and mark upgrade immediately, but their main knowledge choices cost twice as much (except for the first spell, the robes and the blade upgrade). - Path specific robes have been introduced! They come with their own set of quirks. - Each Path has received a passive ability. This passive is upgraded when you first create your robes, and again when you complete the Ritual of Knowledge. - Paths have been rebalanced as a result of the removal of cross-path progression. Cosmic and Moon paths have received soft reworks. - Upon unlocking the path 2nd level or reaching a total of 8 points worth of knowledge, Heretics will lose the ability to blade break (and the limit on blades all together). - Ascension now automatically calls the shuttle with no possibility of a recall. - Late join Heretic has been removed. ### New UI <img width="750" height="635" alt="moon path ui" src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990" /> ### Knowledge shop <img width="787" height="669" alt="Knowledge shop" src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7" /> ### Quality of life //General balance changes - Heretics will now gain X-ray vision for a few seconds when nearby an eldritch essence (this effect has a cooldown). - Ritual of knowledge now requires 1 uncommon item instead of 2. You may now use a stunprod instead of a baton to complete the ritual. Beartraps have been removed from the list of possible reagents. - The maximum number of possible sacrifices required to ascend has been reduced from 6 to 5 while the minimum has been upped to 4. - Codex Cicatrix no longer requires a special pen to be made. ### Passive abilities - Heretics now start with a passive ability. You can find what it does on the path info tab after a path has been selected, and what they gain when upgraded. - Crafting your first set of Eldritch robes will bump your passive to level 2. - Unlocking the 2nd level will subsequently unlock your "Ritual Of Knowledge" - Completing the ritual of knowledge or ascending will net you the final level. ### Path Specific Robes - Armorer's Ritual is no longer a side knowledge. Each path will have their own unique version of the ritual. This is placed after the 2nd spell in the tree. - Robes can no longer be destroyed by fire and acid, grant t4 flash protection (Moth Heretics stay winning) and protection against basic syringes, to bring them on par with other antagonist's armor sets. - The recipe to craft the robes is now a set of armor/vest, a mask (any mask will do now, not just gas masks), plus the unique reagent required for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so on) - Wearing the robes as a non-heretic may yield some unfortunate side-effects. ### Moon Path Rework Moon path rework. Moon Heretics gain immunity to brain traumas and slowly regenerate brain health. Equipping the moon amulette channels its effects through the moon blade; making it unblockable and cause sanity damage instead of brute. Ring leader's Rise now summons an army of harmless clones that explode when attacked; the explosion briefly stuns non-heretics and cause sanity and brain damage to them. Moon blade can also now be used when pacified and Moon spells are no longer blocked by regular anti magic, only mind magic protection. **Cosmic Path Rework** Cosmic path has received the biggest batch of changes alongside Moon. The path has been dead last in ascension and pickrate (less than 5%) for almost 2 years. It did gain some popularity over the last few months, reaching the highest ascension rate in the game (12%) while mantaining a relatively low pickrate. Cosmic sits in a weird spot, where pretty much every knowledge surrounding the path is either mediocre or, in the case of the ascension, dysfunctional. Yet it has maintained a smidge of relevancy due to how quickly Cosmic heretics can capture and sacrifice targets thanks to Star Touch. As a result, the best course of action would be to rebalance the entirety of the kit; granting the heretic more tools to manipulate space and dictate the flow of a fight, while lessening their ability to end a confrontation by instantly sleeping their opponents. lastly The Star Gazer is now ghost controlled ; And they shoot lazers! <img width="636" height="451" alt="gazer gag 3" src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b" /> ## Why It's Good For The Game ### Ok...but why do we want this? Again, if you want my full reasoning, please check my doc https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. To keep it short and concise; Heretic is too complex and unintuitive for its own good. Too impenetrable for new players and too abusable for experienced players. This can be chalked up to a lot of poor design decisions. But ultimately, what I believe being the biggest contributor to the current status of Heretic is the ability to move into different paths, also known as "Cross-Pathing". ### Cross Pathing my beloathed. Cross-pathing, while cool in theory, overcomplicates the antagonist and overloads them with power. Players dealing with the heretic are incapable of working out what a given heretic can do. This also leads to late game heretics having 3 rows Worth of action buttons and virtually no weakness. Over the last year, I've often received the understandable but also kind of unfair accusations of making Heretic too powerful without a clear aim or purpose. My goal with the paths I've reworked over the last year (Rust,Void and Blade) wasn't necessarily to just make them stronger (although that was also part of the goal, as they were paths that were underperforming), but for them to have more interactions with the sandbox and to better live up to the fantasy presented to the player. If an harbringer of frost gets countered by a cup of coffee, we probably messed something up. Unfortunately, the current incarnation of Heretic doesn't really allow for surgical balance changes to specific paths. Every time a knowledge gets buffed, we make every path that can easily tap onto that knowledge stronger by default. It doesn't take a genius to understand why this system is ultimately unsustainable. ### Blade Breaking I feel that after a heretic has reached the near peak of their power, they no longer need the ability to instantly escape any encounter. Check my doc for my full reasoning. ## Less versatile, more specialized paths. By removing cross-pathing, we remove a huge maintainability burden from the antagonist. Paths can now be designed around clearer strengths and weaknesses. They become easier to balance and less of an headache to understand for everyone. It also means we can give paths some needed quality of life quirks without having to worry how such a change might have a knock-on effect for other paths. Ash heretics can finally let loose without dying by their own flames. Cosmic Heretic can go to space without having to carry a modsuit. Moon Heretic can use their abilities without fear of one random trauma ruining their day, and so on. ### What a horrible night to have a curse...., wait how do I curse people again? As of right now the heretic tree has quite a hefty amount of trinkets that pretty much never see use. Partly because the tree itself is a nightmare to navigate. And partly because why would anyone set up an elaborate plan or scheme when they can unleash 2 rows of spell in the span of bunch of seconds. Heretics mostly gravitate towards powers that push them towards greater, more potent combat strength. If it doesn't contribute to killing people quicker, it isn't worth doing for most. And given the opportunity cost associated for taking those powers, they will remain that way so long as there are better choices to be poached. The new draft system encourages Heretics to play more with the tools at their disposal. If you want to go for a specific combo from the side path options, you may now do so by tapping into the knowledge shop. Yes, the shop does include a few knowledges from the other paths. But these are limited to 1 per path, are very expensive and can only be unlocked very late into the shift. ## Drip Of the Mansus The iconic heretic robe is actually sequestered to a side path that is most easily access by only two paths at a time. Since heretic paths are being made to be much more specialized, the most obvious way in which this can be showcased is through an easily identifiable outfit. By using the robes, we can both telegraph WHAT heretic you are looking at, and just how much power they've accumulated and when it is reasonable to take the kid gloves off and treat them as a genuine threat. If a heretic is in their robes, that heretic is now a significantly more prominent danger to the station. It also serves as a useful means for gating some of the more powerful effects of a heretic's path behind the robes, AND enable options for disarming them of that power should they be captured without making it something endemic to their mob. A major problem with heretics is a lack of certainty as to how powerful they have become. A heretics robes is one of the milestones to help players dealing with heretics identify that. ### Will this be 100% fair and balanced? This is a massive overhaul to a pretty complex and bloated antagonist. I've done my best to show the changes to several maintainers and other members of the community for their feedback. But at some point we'll have to see how this behave in the environment to get a feel if something is over or undertuned. (that's my way of saying, yes this is likely gonna require a testmerge or two). What I will say is that I'm not trying to change the core identity of Heretic. Heretics should have the upperhand in single encounters early on, be able to joust a small group of players after they unlock their final spell, and end the round when they ascend. They're a progression antagonist. They should retain their payoff as well as pose a danger as they grow stronger. But if more players feel like they are more reliably able to play the antagonist in more varied and interesting ways, rather than the antagonist largely existing as a measuring stick for 'robustness' due to its elitist design philosophy, then the rework has been a success. There should be something for everyone in the antagonist, as is true for all of our antagonist roles. |
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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59f8de91dc |
Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request 1. Penbang A flashbang disguised as a pen. Clicking the pen arms the flashbang and has no other visual or audio tell besides the pen clicking. The fuse's length is based on the angle the pen cap is twisted. Works as a normal pen otherwise. 2. Camera Flash A camera with a high power flash. Clicking on an adjacent target will flash them, ie, as a handheld flash. Works as a normal camera otherwise - no tell. 3. Dagger Boot A pair of jackboots with a blade embedded in them. Makes your kicks sharp, meaning they will cause bleeding. Looks like normal jackboots otherwise, though has a tell on double-examine 4. Monster Cube Box A box containing 5 monster cubes, which spawn into a random monster when wet. Monsters include Migos, Carps, Bears, Spiders, Wolves... 5. Spider Bite Scroll A martial art focused around kicks and grabs. - Punches against standing, staggered targets will instead kick them, applying the bonus accuracy and damage that you'd expect from a kick. (Also combos with the dagger boots) - All kicks have a chance to disarm the target's active weapon. Chance increases per sequential kick. - Grants you the innate ability to tackle. This form of tackling has a very high skill modifier, meaning you are very likely to get a positive outcome (or at least, not fail). You also get up fast from it. - Your grabs are 20% harder to escape from and deal an additional 10 stam damage on fail. ## Why It's Good For The Game 1, 2, 3: Just some random flavorful items, giving them some more toys to use to complete bounties. 4: Shenanigans, for people who just wanna do "funny thing" instead of focusing on big loot. 5: I figured it would fill a fun niche: Spies are commonly depicted as martial artists, and the only martial arts they can obtain is Krav Maga (it's not unique to Spies) and Sleeping Carp (it's not unique to Spies). This gives them their own thing that people may look forward to acquiring and playing around with. As for the design of it, I wanted to add something that synergizes with one of the other other items, so in the field if you notice both of them pop up you really want to go for both. The rest of the design I just filled in as vaguely useful and flavorful tools a spy might want for kidnapping or detaining people: Better grabs, tackling, and disarms. Then I just went with the flavor of it being something the Spider Clan used to teach to their Spies / Ninjas, kinda like an analog to the real life Ninjutsu. (Maybe we can give it to Space Ninjas as well later... since it doesn't especially benefit Ninjas in any way.) ## Changelog 🆑 Melbert add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash, Dagger-Boot, Monster Cube Box, and the Spider Bite martial art /🆑 |
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cb2e5f367c |
Re-adds Tajaran Tackle Bonus (#3726)
## About The Pull Request Re-adds the tajaran bonus for tackles for having tajaran ears removed in #3443 ## Why It's Good For The Game The bonus was removed under the impression that Tajarans recieved a +4 to tackling, instead of a +2. This is because of the +2 for having a tail in the tackling code. However, the +2 for having a tail, is locked behind a trait that only xenos have. Meaning that tajarans only ever had a +2, on par with moths. Thus, there was no reason to remove the buff for tajarans. Edit: ~~As it was expressed to be concerns of people gamer maxing- Tails also do not count towards or against defending unless it's a lizard tail.~~ It seems TG broke this during refractoring, and now anyone with a wagging tail has a bonus to preventing tackles; Which is- interesting. Implanting a tajaran's ears, also do not effect tackling as you need the feline grace trait to get a tackle bonus as well. On that note I'll re-emphasize my reasoning for it from the original PR #1513 : Tajarans currently get unique eyes, which are incredibly weak to flashes and welding, in exchange for minorish night vision capabilities. However, they were also given unique sensitive ears which will pretty much always be deafened from flashbangs. Theres no real upside to this- so I figure making Tajaran ears apply a bonus to tackling would be a good idea. The buff is on par with moth's tackling skill, and thus fairly balanced. Plus, cat pouncing memes is pretty great. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: Re-adds Tajaran tackle bonus, changed to 1+ /🆑 --------- Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> |
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12d995aeea |
Squashed commit of the following:
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6 Merge: 732416f01d8 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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ee840060ce |
Fixes vendor machine glass shards being permanently stuck in people (#90210)
## About The Pull Request Closes #90204 ## Changelog 🆑 fix: Fixed vendor machine glass shards being permanently stuck in people /🆑 |
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e366ace9ec |
You can transplant xenomorph tails onto people (#89618)
This PR allows you to extract tail organs from xenomorphs and surgically attach xenomorph tails to people. (Despite being a carbon the xenomorph sprite is not built out of component overlays so this technically does not remove the tail from its corpse sorry). Having a xenomorph tail makes you better at tackling, changes your tackle verb to "pounce" like if you are a felinid, and also gives you the parkour benefits of the Freerunning quirk.  You can also surgically attach a xenomorph _queen_'s tail to someone. This arguably is a bad idea because it makes you slower (it's much too heavy) but it does give you access to the queen's tail spin attack (after which you will fall over if you aren't inhumanly strong). Also more importantly, it is comically large. Look I'm racking my brain but this one really mostly comes down to "it's funny to do this". But let's pretend that it also increases the depth and complexity of the sandbox and promotes interesting interactions between crewmembers or something like that. Ideally sometimes in the future we will either decide that xenomorphs are not carbons (is it purely because they have organs?) or decide that they _are_ carbons and build them accordingly. In the latter case this will have been a useful addition. 🆑 add: You can transplant xenomorph tails onto people. /🆑 |
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99869cef92 |
You can transplant xenomorph tails onto people (#89618)
## About The Pull Request This PR allows you to extract tail organs from xenomorphs and surgically attach xenomorph tails to people. (Despite being a carbon the xenomorph sprite is not built out of component overlays so this technically does not remove the tail from its corpse sorry). Having a xenomorph tail makes you better at tackling, changes your tackle verb to "pounce" like if you are a felinid, and also gives you the parkour benefits of the Freerunning quirk.  You can also surgically attach a xenomorph _queen_'s tail to someone. This arguably is a bad idea because it makes you slower (it's much too heavy) but it does give you access to the queen's tail spin attack (after which you will fall over if you aren't inhumanly strong). Also more importantly, it is comically large. ## Why It's Good For The Game Look I'm racking my brain but this one really mostly comes down to "it's funny to do this". But let's pretend that it also increases the depth and complexity of the sandbox and promotes interesting interactions between crewmembers or something like that. Ideally sometimes in the future we will either decide that xenomorphs are not carbons (is it purely because they have organs?) or decide that they _are_ carbons and build them accordingly. In the latter case this will have been a useful addition. ## Changelog 🆑 add: You can transplant xenomorph tails onto people. /🆑 |
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225199e26b | Moves all the organcode down to obj/item/organ | ||
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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d49e32cc98 |
Changes mob height from getter -> updater (#88953)
## About The Pull Request `get_mob_height()` is called a lot a lot, and frequently ended up over-timing when it amounted to the same value 98% of the time. Instead we can defer it to only update when we actually change height, or when we pick up a trait or species that changes our height. I also moved the monkey checks out. Made it into a species procs. I know species procs are lame but it seems fine unless we wanna tie to the monkey's chest or limbs or something. |
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3499727a6d |
Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request This PR completely rewrites our embedding system in favor of embedding datum handlers which acts as containers for all embedding-related data and logic. Currently embedding logic relies on an element-component-datum triad, where elements on the items handle embedding logic, singleton datums store embedding data and components (which get assigned to ***mobs*** in whom the item embedded) handle pain and the item being ripped out. How do we access all the procs? By using comsigs as procs, which is really bad. This code was written back in 2020 when DCS was hot stuff but in hindsight this implementation was a mistake, as it heavily restricts custom embedding behaviors unless you're willing to constantly run GetComponent (bad, ugly, incarnation of evil) This PR rewrites all that logic to be handled by lazyloaded ``/datum/embedding``, which is stored similarly to current ``/datum/embed_data``. Upon being requested, it is initialized and assigned to a parent from whom all the logic is handled, from being embedded to pain and having the item ripped out. On projectiles this only handles one proc, after which it copies itself down to the shrapnel item instead and runs the chain further from there. Ideally, most embedding-related logic now should be handled purely datum-side - in most cases items should not be hooking up to themselves like they did before (unless said logic is for when the item is made sticky or smth) and instead the code should be handled by the embedding datum (see sholean grapes implementation in this PR). This should allow us to do fancy stuff like syringe guns embedding syringes into targets and injecting them that way, and fix some bugs along the way. Closes #88115 Closes #87946 Also fixed a bug with scars not displaying when examined closely from #86506 because i was in the area anyways |
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88ecf50c21 |
proc/get_up actually uses the get_up_time var to determine getting up speed, a neutral tackling outcome actually lets you get up, as intended (#88630)
## About The Pull Request What it says on the tin. Also cleans up some tackling code ## Why It's Good For The Game Only in my delirium did I actually realize how I fucked up. Thanks flu. ## Changelog 🆑 fix: Tackling resulting in a neutral outcome does not force you to the floor. fix: Getting up is now properly influenced by spinal implants. /🆑 |
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9007190a74 |
Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request Looks through calls to `receive_damage` and replaces them with calls to `apply_damage` `receive_damage` is a gross to use internal proc that doesn't take into account physiology (damage modifiers) or even update the mob's sprite when taking damage It should be avoided many uses - `apply_damage`, in fact, can take a bodypart as a target, and is overall a lot easier and more ergonomic to use. "So what are valid uses of it?" - Apply damage itself, and similar direct-damage procs - Ensuring you deal an exact amount of damage to a bodypart - Damaging a limb with no owner ## Changelog 🆑 Melbert refactor: A ton of things now use the more correct method of applying damage to you. Which means they will correctly factor in damage modifiers and are less likely to break your sprite. Some examples include embedded objects jostling around, chiropractice, and tackling a wall. Report any oddities, such as extreme damage or bodyparts being wrongly affected. fix: Having acid splashed on your face may now disfigure you and make you bald, as it once did three years ago. fix: Itchy heretic trauma now better checks if the bodypart is covered or not before determining if you should itch. fix: "Repair Puncture" logs no longer mistakenly report you are "Incising burned flesh" /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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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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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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5703a6ed98 |
Once again re-assigns tackling to r-clicks (#86669)
## About The Pull Request This will fix #86668, caused by #86031 ## Why It's Good For The Game This will fix #86668, caused by #86031 ## Changelog 🆑 fix: You once again need to right click to use tackling gloves. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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38c3a6336d | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 | ||
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426cc6e7fa |
More missed prs (#28921)
* Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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a378fea3e0 |
Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)
## About The Pull Request Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. Adds sprites for security and tackling gloves, moves tackling to right-click! Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. Sprites here:  Moved tackling to right click. ## Why It's Good For The Game > Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. Didn't make any sense that normie gloves had these. It was an undocumented feature! Why can jannies fast cuff! > Adds sprites for security and tackling gloves, moves tackling to right-click! Really smells that these don't have sprites so I quickly slapped some up, edited from tackler and CE insuls. > Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. We can't have blue sec with red gloves!!! > Moved tackling to right click. It's so fuckin annoying to accidentally tackle when you're trying to throw something. It's the biggest thing that prevents me from putting on gloves. Now it'll rarely, if ever, be a problem: Pressing right click while thowing mode is on is unlikely to ever happen accidentally. ## Changelog 🆑 add: Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. imageadd: Adds sprites for security and tackling gloves, moves tackling to right-click! imageadd: Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. qol: Moved tackling to right click. /🆑 |
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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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ead341af72 |
[MIRROR] Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#28813)
* Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. * Update living.dm * Update living.dm * Update living.dm * Update living.dm * Update living.dm * Update living.dm --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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eaa4d71c3c |
Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#84532)
## About The Pull Request Adds the Herculean Gravitronic Spinal Implant. A personal gravity dampener that affords the user improved physical performance without all the effort of actually working out. This implant improves the user's ability in a variety of minor but useful ways Including; 1) Faster climbing speeds with climbing hooks and ladders. (Athletics now also influences this time) 2) Slightly less damage from falling from a height. 3) Faster fireman lifting and placing onto tables. 4) An easier time working out and stronger in boxing. 5) Standing up just a bit faster. 6) Throwing things just a little further. 7) Tackle performance, including offense, defense and safety if you miss. You can improve the implant by using a gravity anomaly core on it, transforming it into an Atlas implant. This implant has considerably better bonuses compared to the baselines fairly minor even if numerous benefits. It also forces personal gravity to normal values. As a result, the total number of gravity anomaly cores is now 6.  Has some little floating rocks around your head while active. ## Why It's Good For The Game I attempted to add something fairly similar in the past, but didn't quite like simply making an entirely combat related implant. Instead, I've changed the concept towards generally improving some minor physical world interactions. Things that you may not really think about or notice. I really enjoy getting just slight tweaks to the small little gameplay activities that come up every so often, and even if this won't appeal to most players, I know someone will see this and think to find a way to make the most of the implant in some way that I didn't even think about. ## Changelog 🆑 add: Adds the Herculean Gravitronic Spinal Implant; an implant that makes you better at athletics. You can upgrade it into an Atlas implant using a gravity anomaly core. balance: Gravity anomaly cores have had their max number of cores reduces from 8 to 6. balance: Your athletic ability allows you to climb faster. /🆑 |
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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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47f5d7b139 |
Tajaran Tackling (#1513)
## About The Pull Request Grants Tajarans a tackling bonus like moths. ## Why It's Good For The Game Tajarans currently get unique eyes, which are incredibly weak to flashes and welding, in exchange for minorish night vision capabilities. However, they were also given unique sensitive ears which will pretty much always be deafened from flashbangs. Theres no real upside to this- so I figure making Tajaran ears apply a bonus to tackling would be a good idea. Plus, cat pouncing memes is pretty great. ## Proof Of Testing It Just Works ™️ But in seriousness, I tackled a few mobs on a test server. The change seems to be working as intended. ## Changelog 🆑 balance: gave tajarans better tackles to compensate for weak ears /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Swift <jackwars4@gmail.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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65ffed881b |
[MIRROR] Fat trait fix attempt 2 (#26986)
Fat trait fix attempt 2 (#81947) ## About The Pull Request Adds in a new trait to handle the tackle defense bonus that was previously granted by `TRAIT_FAT` to solve a few problems that were occurring downstream, this new trait is handled by the stomach organ and handles it all automatically. Also edits the lipoplasty check to see that the target is fat from eating too much. ## Why It's Good For The Game No functions will have their results altered by the change and it will help solve some some issues downstream. --------- Co-authored-by: Varoxus <46449731+Varoxus@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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5a3938ce3e |
Fat trait fix attempt 2 (#81947)
## About The Pull Request Adds in a new trait to handle the tackle defense bonus that was previously granted by `TRAIT_FAT` to solve a few problems that were occurring downstream, this new trait is handled by the stomach organ and handles it all automatically. Also edits the lipoplasty check to see that the target is fat from eating too much. ## Why It's Good For The Game No functions will have their results altered by the change and it will help solve some some issues downstream. --------- Co-authored-by: san7890 <the@san7890.com> |
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9547b143ab |
[MIRROR] Webedit, fixes sanity checks for tackle and wellcheers. (WEBEDIT PR, TESTED IN VSC.) (#26783)
* Webedit, fixes sanity checks for tackle and wellcheers. (WEBEDIT PR, TESTED IN VSC.) (#81855) ## About The Pull Request Fixes both tackle Insanity checks and wellcheers sanity check. I couldn't get make VSC clone my fork so I just did a webedit, and tested changes with VSC. https://github.com/tgstation/tgstation/assets/24631139/73730216-0c0a-45ee-8ee3-94c7695f4337 https://github.com/tgstation/tgstation/assets/24631139/90d96a5f-98cd-4bf5-b1d3-d0e0d14a917a ## Why It's Good For The Game Bugfixes are good. Fixes https://github.com/tgstation/tgstation/issues/81852 ## Changelog 🆑 fix: Tackle and wellcheers code for sanity values now function. /🆑 * Webedit, fixes sanity checks for tackle and wellcheers. (WEBEDIT PR, TESTED IN VSC.) --------- Co-authored-by: 2whatever2 <Anilovacodesin@gmail.com> |
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d29c354016 |
Webedit, fixes sanity checks for tackle and wellcheers. (WEBEDIT PR, TESTED IN VSC.) (#81855)
## About The Pull Request Fixes both tackle Insanity checks and wellcheers sanity check. I couldn't get make VSC clone my fork so I just did a webedit, and tested changes with VSC. https://github.com/tgstation/tgstation/assets/24631139/73730216-0c0a-45ee-8ee3-94c7695f4337 https://github.com/tgstation/tgstation/assets/24631139/90d96a5f-98cd-4bf5-b1d3-d0e0d14a917a ## Why It's Good For The Game Bugfixes are good. Fixes https://github.com/tgstation/tgstation/issues/81852 ## Changelog 🆑 fix: Tackle and wellcheers code for sanity values now function. /🆑 |
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6a57604676 |
[MIRROR] Fixes some tackle business (#26691)
* Fixes some tackle business (#81727) ## About The Pull Request Fixes #81691 Tackling was making the tackler grab themselves. I took this opportunity to cut down on some of these weird typecasts. ## Changelog 🆑 Melbert fix: Fixes grabbing yourself when you tackle someone. /🆑 * Fixes some tackle business --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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d80667b759 |
Fixes some tackle business (#81727)
## About The Pull Request Fixes #81691 Tackling was making the tackler grab themselves. I took this opportunity to cut down on some of these weird typecasts. ## Changelog 🆑 Melbert fix: Fixes grabbing yourself when you tackle someone. /🆑 |
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a0d0f8a7cd |
[MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#26633)
* Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. Any instance that would check either for riot armor or riot helmets instead checks for the new traits. People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * oh well --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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a074f8e7ce |
Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ### Riot Armor and Helmets (including SWAT armor and plate armor; partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) ### Bottle Smash The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. ### Misc Changes Any instance that would check either for riot armor or riot helmets instead checks for the new traits. ## Why It's Good For The Game People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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8e7ec57fd2 |
[MIRROR] Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#26328)
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097) - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e21dc5fec7 |
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 ## Why It's Good For The Game Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. ## Changelog 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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0d0c901be2 |
[MIRROR] Disarm refactor, plus shoving people with shields [MDB IGNORE] (#26144)
* Disarm refactor, plus shoving people with shields * wew --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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68677dc721 |
Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request I wanted to add the ability to shove people with shields by right-clicking your target, just like how it works barehanded. This also required a solid refactor of disarm code, effectively bringing down the core of it to `mob/living` from `mob/living/carbon` or `mob/living/carbon/human`. This also means you can shove simple mobs inside closets, bins and on tables. Xenos and borgs are pretty much immune to regular disarms, but using a shield will work (borgs and royal xenos are immune to the knockdown). The riot shield armor has been balanced. It now tanks melee attacks pretty well, but will break against bullets in just about 2 to 4 hits depending on the bullet damage. I've always found the lack of sturdiness of the riot shields for what they're supposed to be good for a bit detrimental. Because I've refactored an item flag into a trait, I've had to add a new MOD module that grants protection from shove knockdown and staggering; found pre-installed in the administrative MODsuit, but I've also added it to the black market to make it cooler. You can bash people with the strobe shield on combat mode. ## Why It's Good For The Game Currently, shields are simply items that take a held slot in return of some block chance without being anything special, save for the strobe shield's integrated flash I guess, but are also a botherance as most crumple under the duress of less than half a dozen attacks. Meanwhile swords and other weapons with blok chance just don't care. TL;DR, I want them a bit more remarkable, and flexible as a tool. Of course, this ended up in a larger refactor because the right-click / disarm code was inconsistent. ## Changelog 🆑 add: Shields (and pillows) can be used to shove people around the same way barehanded right-clicking does. Xenos and borgs can actually be moved this way. add: Added a new MODsuit module, the bulwark module, which prevents knockdown and staggering from shoving, and getting pushed away by thrown objects. Inbuilt for the safeguard MODsuit, but one might also it in the black market. refactor: Disarming has been refactored. You can now shove simple critters onto tables and into bins and closets balance: Shields now take their own armor values and the armor penetration of the attack they blocked when damaged. This means shields are a bit sturdier now. balance: Riot shields can tank a lot more damage against melee weapons, but less against bullets. qol: strobe shields can now be used to bash people while combat mode is on. /🆑 |
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fd2e346683 |
[MIRROR] Fixes throwing hard del [MDB IGNORE] (#25846)
* Fixes throwing hard del (#80551) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/80472 ## Why It's Good For The Game Less CI failures ## Changelog 🆑 fix: fixes a hard del with thrown items /🆑 * Fixes throwing hard del --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |