## 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>
## About The Pull Request
Converts geese to basic mobs.
Nobody else did this one because two separate other developers have said
they started and then examining what the goose does made them feel
mildly ill, but I am stronger.
I will admit though I wasn't 100% committed to making it work exactly
the same way, I rewrote the entire system to use interfaces I like more
(read: I put all this shit in a status effect which means any mob can be
given the ability to vomit out everything in its contents) and if that
means the behaviour is only "inspired by" that didn't bother me that
much.
**Geese:**
- Wander randomly around.
- Peck people who attack them.
- Occasionally start pecking other nearby animals for absolutely no
reason.
- Eat any food they randomly wander within one tile of, but don't seek
it out further than that.
- Eat anything made of plastic that they randomly wander within one tile
of.
- Choke to death over 30 seconds if they eat anything made of plastic.
- Vomit out whatever it was that they choked on when they die.
- Honk (this is new).
The more famous subtype of goose is Birdboat. Birdboat is a unique goose
present on several maps with some additional behaviour.
**Birdboat:**
- Is chill and doesn't start pecking people for no reason.
- Is occasionally possessed by ghosts.
- Builds up an internal vomit-meter as he eats things. Moving around and
just sort of generally hanging will start rolling dice to find out when
Birdboat's tummy gets upset.
- May start vomiting instead of choking to death on plastic, thereby
saving his own life.
- Vomits out everything that he just ate while running around, making a
mess of the floor.
- Starts eating everything he just vomited out again.
Unlike regular geese who just eat your food and it's gone, Birdboat's
miraculous digestion preserves all of the food he eats so if he consumes
the entire kitchen counter it will eventually come back out again the
way it went in. Although you might not want to eat it any more.
The precise way in which this manifests may be slightly different, but
largely this is also what these animals did before.
Other stuff:
I noticed a bunch of find/set behaviours were not setting a search
range? I think that means they were never finding anything?
I did not actually test any of them to see if they were broken, but it's
possible that a bunch of broken AI behaviours like "climbing trees" may
now actually start triggering because they have a search radius greater
than an orange of 0.
I added "keep this in contents instead of deleting it" as a parameter
for generic eating and slapped it on the goldgrub, as it is used in two
places and may end up being used in more.
## Why It's Good For The Game
This kills off the last user of the `retaliate` subtype and makes our
list so so much closer to finish.
It's like... a couple of bots, a handful of oddballs (I'll probably
handle these soon), and then just the mining bosses and minibosses to
go.
If you give a human the vomit goose ability (now that I made it work on
any mob) they will eject all their organs and body parts via the mouth
until they die, if you don't do the brain or heart first you can vomit
your own head off.
## Changelog
🆑
refactor: Geese have been moved to the basic mob subsystem, please
report any unusual behaviour.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
Simple animal Dark Wizard => Basic mob Dark Wizard.
This mob is I think used in literally one ruin, and very occasionally
spawned in deathmatch.
They don't really do anything except shoot you with slowing projectiles
and hit you with sticks.
I gave them a version of blink with a longer cooldown that they use when
attacked in melee range purely to make them very marginally more
wizard-like, and they will also now try to back away from you while
shooting you instead of running towards you.
They will also retaliate against anyone who attacks them including as a
response to friendly fire from other Dark Wizards, because I think it is
funny if they have very little loyalty to each other and that's a fun
thing to trigger when you are playing Doom.
Finally, we have a component called "revenge ability" which is mostly a
standin for AI responses to getting attacked. I made all existing uses
of it turn off if you're controlled by a sapient player who can hit
those buttons themselves, because they can choose when they want to use
those abilities themselves.
## Why It's Good For The Game
The march of progress is almost complete
## Changelog
🆑
refactor: refactored some code
balance: Dark Wizards now teleport when attacked, but are more likely to
turn on their allies
/🆑
## About The Pull Request
Another pretty easy conversion; this mob doesn't really do anything
except melee people and become rideable after you feed it cheese fries.
Changes in behaviour are that it will now seek out cheese fries by
itself if they happen to be lying around, and if it stays mad at you for
10 seconds it will use its powerful tentacle slap ability to hurl you
across the room, probably breaking a bone. Really just don't approach
this thing if you don't have cheese fries.
This mob basically only exists from cytology so I would be surprised if
it has existed in more than one round in the past four months.
## Why It's Good For The Game
I'm working down the remaining simple animals and a lot of them turn out
to still be quick fixes.
## Changelog
🆑
refactor: The Cytology Vatbeast now uses the basic mob framework, please
report any unusual behaviour.
/🆑
## About The Pull Request
Detemination gives you TRAIT_ANALGESIA, so if you take ***too much***
damage you'll be unable to see it as well. Plus linking blunt overlay
hiding to reagents isn't very good practice as it can cause flickering
if you microdose.
(Also fixed incorrect trait sources on the quirk and kept it for the
nocrit deathmatch modifier)
Closes#88278
## Changelog
🆑
fix: Fixed damage overlays hiding themselves or flickering when you get
wounded.
/🆑
## About The Pull Request
i in rand(x,y) doesnt work
i in 1 to rand(x,y) does
## Why It's Good For The Game
bugggs
ghommie stole my gbp
## Changelog
🆑
fix: fixed random dm modifiers & some life-like reagent reactions
/🆑
## About The Pull Request
Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store
rods and reload the Rebar more efficiently.

Fixes Rebar bows having more ammo than intended.
Rebar bows will now draw their string with left click instead of just
the use button.
Quivers are now a neck storage item.
Hydrogen bolts have lost their ability to embed and pierce an infinite
number of targets in exchange for a small damage buff , increased
accuracy on bodyparts and the ability to pierce walls.
## Why It's Good For The Game
This PR is the fruit of a discussion spanned over the course of several
months between me and KingKumaArt (the creator of the rebar bows.), He's
now busy abroad, so I'm pushing these changes in his stead.
**Changes to the syndie rebar and quivers**
The syndicate rebar bow is a fun albeit slightly underwhelming weapon,
at least compared to its direct competitor, the revolver.
The numbers prove this, as according to the charts it's very rarely
bought on LRP and doesn't even show on the MRP charts.
https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf
I think most of the issues with the weapon can be attributed to the
horrible jank that surrounds it.
Reloading and storing ammunition for this weapon is a management
nightmare, as the rods cannot be stacked and have to be manually loaded
by hand, making it horrendous to use in combat.
While that's fine for the makeshift crew version, Traitor weapons should
be more realiable in a combat scenario.
**So i'm squashing both problems by introducing a traitor version of the
quiver.**
It comes packed with the box you get the crossbow from, can be worn on
the neck, stacks up to 20 rods, and features an action button that
allows you to slowly chamber your rods into the rebar.
Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw
The crew version has also been moved to a neck storage item, but has
half the capacity and lacks the ability to quick reload.
I've also made the firing process slightly less annoying by having left
click draw and undraw the string; as it stands, you have to alternate
left click and use on hand after each shot, which is just jarring.
Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't
have to slap a new trait every time we want to dictate how accurate a
gun or projectile should be at range.
Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than
its intended capacity. if you were to chamber your last rod, it does end
up nerfing the burst of the syndie variant, as it drops down from 4 to
3, but the smoother reload should make up for it.
**Hydrogen bolts**
As it stands, all the atmosian bolt variants occupy different niches and
they are more or less balanced.
Except for the hydrogen bolts.
With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie
bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't
have any real purpose to exist with their lower damage and lack of the
ability to delimb.
Metallic hydrogen in general doesn't have any good applications, the
armor is weaker than your run of the mill sec vest, the axe is a
downgrade over the roundstarting one....; I could go on, point being
that something that requires in depth atmos knowledge and 30-40 minutes
of hard work shouldn't be outclassed by what's readily available at the
start of the shift.
So what if we made the hydrogen bolts go through walls?
Long range weaponry is a niche that remains mostly unfilled in the
traitor arsenal.
The syndicate rebar technically does have a scope, but requiring direct
line of sight makes it unreliable and far too risky to use, since you
could be jumped at any times while you are zoomed in.
So i've made the hydrogen bolts a weaker version of the nukie penetrator
rounds, with slightly lower damage, no infinite pierce and inability to
damage the AI core.
I've also improved their long range accuracy, as these bolts are meant
to be accurate at longer ranges, (they drop off massively past the 15
tiles)
Now yes, the bolts will be accessible to the crew as well, so why am I
discussing this as if it were a traitor change?
Well for starters, the actual applications of a crew atmos tech using
these are fairly limited.
Regular rebar bows can only fire 1 shot at a time, don't have a scope,
and you won't get much mileage out of the wall piercing component unless
you get thermals or x-rays, which are very much a stretch to acquire as
an atmos tech.
In the hands of a traitor, however, I can see it as a potential use for
a long-range sniping tool, if you are willing to commit half of your
round to make the bolts that is.
## Changelog
🆑
add: A Syndicate Rebar Quiver has been added to the uplink
qol: Left clicking with a rebar crossbow will now draw/undraw the
string.
balance: Rebar quivers are now a neck slot item.
balance: Hydrogen bolts damage has been upped to 55 brute and can now
pierce through walls, they no longer have infinite piercing and can no
longer embed however.
code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables.
fix: fixes rebar crossbows having a higher capacity than intended if a
bolt had already been chambered.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
## About The Pull Request
Title.
Uses pickweight, to ensure rare martial arts stay rare.
Common:
* Carp
* CQC
Uncommon:
* EVIL boxing
LEGENDARY:
* Wrestling
* UNNERFED PLASMA FIST
* Psychotic brawling (bath salts, rare because its a meme)
Does not work on meat tower.
## Why It's Good For The Game
Variety is good! Also, theres only one way to get martial arts in DM and
thats meat tower. There is ALSO very little way to get evil boxing,
mushpunch, plasmafist, etc. This allows people to go absolutely nuts in
death match, and I think thats a good thing.
## Changelog
🆑
add: New deathmatch modifier: "Random martial arts"
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Quirks can be pretty silly, especially the negative ones, and its kinda
a shame we dont apply them in deathmatch. This fixes that! You can now
finally play DM in a wheelchair to show off how robust you are to your
friends.
## Changelog
🆑
add: Adds a new deathmatch modifier that enables quirks
/🆑
## About The Pull Request
This partially reverts https://github.com/tgstation/tgstation/pull/76336
- Just for slimepeople since it's the only one that felt important to be
tied to species.
Snails are currently pretty fast when they are crawling around, but on
top of that they are also able to get their legs replaced to become 3x
faster than normal humans while resting. It's a little silly, and I
thought I should fix it.
I also changed the element itself to be easier for admins to edit,
giving them control over time and wet flags, and made it work a little
better.
Instead of being hardcoded to listen to carbons and to register every
step to check if they are resting, calling add/remove movespeed modifier
every single time they move, we are told whether they have to be
resting, and update when they get up/lie down. This has an extra bonus
that admins can control whether or not they want to make simple/basic
animals have to rest to lube things (like cats).
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/78417
Makes the lube spitting element that (primarily) snails use into a more
general thing that can be used by admins or other contributors that want
to make things wet thing as they walk for some time.
Also no insanely fast snails anymore.
## Changelog
🆑
fix: Snails no longer move at normal speed while resting.
fix: Snails can no longer get insane speed from getting their legs
replaced.
fix: Humans don't become immensely slow when getting a Snail leg.
admin: lube walking element is now much easier to mess with to fit
however you want to use it for.
/🆑
## About The Pull Request
See the title.
## Why It's Good For The Game
This will fix#82149
## Changelog
🆑
fix: Fixed the "Random" deathmatch modifier. Also turned the "Heightened
Hearing" option into a modifier as well.
/🆑
## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.
## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.
## Changelog
🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑
## About The Pull Request
After playing more than a few matches, I came to notice a couple
lingering issues with deathmatch modifiers, and also I came up with more
ideas.
For starters, the echolocation modifier doesn't work, and even if it
worked, I believe it'd be ass, so I'm removing it. The perma-flipping
also doesn't work quite well and gets interrupted by stuff like
knockdowns and the such, plus it's just fluff, so I'm removing it too.
Second, I've forgot to set the style of the deadmatch missiles, so they
look like normal pods right now.
About what's being added rather than removed: There're now a "No
Slowdown" modifier, a "Random Teleports" one that randomly teleports
everyone (and whatever they're buckled too) every 12 to 24 seconds,
"Snail Crawl" which works much like snailpeople's, "Forcefield Trail"
which also works pretty much like the cosmic heretic trail, albeit
lasting way shorter, and finally a "Manual Blinking/Breathing", if you
truly hate players to a misanthropistic level.
So yeah, 2 removed modifiers, and 5 new ones.
## Why It's Good For The Game
Fixing a couple of issues, and lading the feature with a few more
options.
## Changelog
🆑
del: Removed the (non-working) "Perma-Flipping" and "Echolocation"
deathmatch modifiers.
add: Added "No Slowdown", "Random Teleports", "Snail Crawl", "Forcefield
Trail" and "Manual Blinking/Breathing" modifiers.
fix: Fixed deathmatch cruise missiles looking like standard pods.
/🆑
## About The Pull Request
I've fucked up the logic, so it requires the user to be both the host
and an admin to open it, which was the case when I tested it locally.
This PR fixes that and other issues (and **un**dumbs some of the code).
The spinning screen modifier has also been scrapped for being downright
awful and breaking my screen.
## Why It's Good For The Game
Fixing stuff I've thankfully noticed early.
## Changelog
🆑
fix: The deathmatch modifiers modal menu can actually be opened now.
Also fixed a bunch of issues it had.
/🆑
## About The Pull Request
This PR adds the base to simple modifiers that the host can select to
make the minigame ~~worse~~ more entertaining for everyone.
Here's the screenshot of the UI (without a few modifiers I added later):

## Why It's Good For The Game
I've seen this minigame is frankly popular lately, so I thought I could
contribute to it.
## Changelog
🆑
add: Added 20+ modifiers to the deathmatch minigame, which can be
enabled by the host.
/🆑