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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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faf2000100 |
Rust doesn't apply effects to people who aren't touching it (#94733)
## About The Pull Request Heretic rusted tiles do not apply any effects to things which are jaunting or inside vents. They also don't apply any _negative_ effects to things that are flying (but they do apply positive ones, just because flight is a cool thing to have earned and it would be sad to lose your bonuses because you have wings). I also renamed the element so that it isn't named after the rust passive (in fact, the rust heretics with that passive don't use the element) and simply describes what it does, and removed a subtype in favour of just passing in some arguments. I also added a trait which bypasses the negative effects of standing in rust, in case an admin creates a non-heretic creature and gives it rust healing. They shouldn't have _both_ healing _and_ gain disgust and minor damage from starting in rust (possibly the heretical harvester was being effected by this?) Finally I adjusted the `rust_heretic_act` and `rust_turf` procs to remove a footgun I saw a developer fall into recently where they didn't realise that the generically named "rust turf" proc actually assumes a wizard did it, now if we add anything else that wants to non-magically rust a turf then it will work the way you expect. As a side effect this changes the two item sources of rust that heretics get to actually use rust resistance rather than rusting every turf, I set them to effect all inorganic turfs as a default. And finally I noticed that rust heretic ascension was passing "RUST_RESISTANCE_ABSOLUTE" as a value into its proc which reads `Should not be rustable. EVER.` in its comment, which smelled like a bug. So I changed it to just "things which should be rustable ever". ## Why It's Good For The Game It is the logical way you would expect these things to work; Heretics crawling in vents or (for instance) using space crawl should not be healed for touching rust that they aren't touching, as they are not readily accessible to other players. The idea of the rust healing is that it's a tradeoff for exposing yourself in a visible "territory", so you shouldn't be able to avoid it by being in that territory but untouchable and invisible. Similarly, players who have gained the ability to fly would not expect to get sick from flying over rusty flooring. They're out of range. ## Changelog 🆑 balance: Eldritch rusted tiles don't apply their effects to anyone who is jaunted or in vents, and don't apply negative effects to people who are flying. balance: Heretic items which apply rust (grenades and eldritch reagent) check the rust resistance level of the turf rather than always rusting it. fix: Rust Heretics ascending don't rust unrustable turfs, like space tiles. /🆑 |
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7c5ef1cfb8 |
Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request What it says on the tin. `times_fired` is the most unused parameter in all mob procs. I say most because there were just 2 cases where it was used - handling breathing - handling heartbeat Besides these 2 cases this parameter did nothing in every proc. Removing it does 2 things - Makes those procs more readable as it now has 1 less parameter that was documented poorly and did nothing - Makes those procs slightly faster as we are passing 1 less variable to its parameter call stack It can easily be substituted with `SSmobs.times_fired` which was its original value anyways ## Changelog 🆑 code: removes an unused parameter `times_fired` from mob life procs. Making them function slightly faster /🆑 |
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4d648d016c |
Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request Projectile refactor pulled armor check above the pre-hit comsig, this fixes that. No need to check armor before you're hit when you potentially will not be. ## Changelog 🆑 fix: Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them /🆑 |
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44acefa73f | More things use trait huds over raw hud management (#93084) | ||
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5f3c85eee0 | Unifies mob, megafauna and boss crusher loot and achievements (#93068) | ||
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a2a43e2851 |
Fix some new dreamchecker lints (#91844)
## About The Pull Request https://github.com/SpaceManiac/SpacemanDMM/pull/435 added a new dreamchecker lint, for SDMM `set` statements not at the top of the proc. While this lint isn't in the current SDMM _release_, I was testing it out earlier and saw these issues, so might as well fix them before they even become an issue. i also fixed a useless variable in moon heretic code that was right next to the incorrectly placed `SIGNAL_HANDLER` ## Why It's Good For The Game https://github.com/user-attachments/assets/5b063f41-32f3-490a-b0a3-199ca8147ec3 ## Changelog No player-facing changes. |
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096c032402 |
Adds a new halloween species: Spirits (#90711)
## About The Pull Request Adds 2 new species: Spirits and Ghosts Spirits are available roundstart during Halloween, Wabbajack and Xenobio's black slime extract Ghosts are available through Magic mirrors They fly around, and don't have legs and instead float around. They also can't get legs implanted onto themselves. They also do have organs, so they are affected by flashbangs, they do get hungry, they do need oxygen to survive (they don't take damage in space but they do suffocate & get slowdown), and can process chems. Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers. Chaplains also got a buff here, null rod-type weapons' bane is now against Spirit mobs, rather than hardcoded revenants. This means it now includes Spirits/Ghosts, but also Soulscythes & Cult shades. Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was reverted in https://github.com/tgstation/tgstation/pull/86506 which I assume was accidental. ### The difference between Spirits and Ghosts Ghosts have an innate ability to become incorporeal, which allows them to phase through walls and stuff. Using this will immediately make them drop any non-ghost limb/organ (not implants cause I thought it would be funny). This ability is not available if they have holy water in their system, and like revenants they also can't walk over blessed tiles with it. They are also invisible to cameras while using this (not the obscura though). Sprites taken from observers directly, if anyone wants to make custom sprites for them feel free. If anyone wants to make this obtainable somehow in-game as well I wouldn't be opposed, halloween is just where I thought it would fit most. This also adds a lot of fixes that I encountered trying to add this, from systems that have been neglected throughout the years. https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e ## Why It's Good For The Game We haven't gotten a new halloween species in a long time and thought it would be fun if you can play as an actual ghost, the soul that remains after a person passes, so Halloween feels more haunted. It's overall made in just good fun, with a bonus that Ghosts are a cool species to play with as well for Wizards & maybe Chaplains in the future (Dead sect when?) ## Changelog 🆑 add: Added a new halloween species: Spirits, a species without legs and instead floats. add: Added a new magic mirror species: Ghosts, like spirits but with the ability to become incorporeal, traversing through solid wall. fix: Mobs unable to use storage items now can't use storage items. fix: Mobs unable to use items can now not open airlocks & closets fix: Mobs unable to pick items up can no longer pick items up and immediately drop, moving one tile at a time. fix: Mobs with intentional missing limbs (Alien larva) no longer show their limbs as missing on examine (again) fix: Golems' pref page had a missing icon, it now has one. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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d19b8de989 |
Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request This PR enables most mobs to take stamina damage, become slowed as a result of taking stamina damage. It also gives most mobs CANSTUN which not only allows them to enter stamcrit from taking stamina damage but also makes them vulnerable to mechanics like stun batons. Mobs which already took stamina damage (Spiders and Space Dragons) still work the same way. Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts, and most kinds of mob closely associated with antagonists still don't take stamina damage. ## Why It's Good For The Game A new player armed with a disabler will probably try and use it on aggressive animals and be disappointed, but I don't think there is any _reason_ for them to be disappointed when it's already something they are doing merely to delay being attacked rather than to kill the target. It's not intuitive for these mechanics not to function against simple mobs when they do against humans, _especially_ the kinds of mobs which look like humans, and there isn't any technical reason why it _couldn't_ work against most mobs which it looks like they should work against. While this reduces the threat level of some mobs against Security players I think the greater interaction with the sandbox is beneficial. I'm hopeful it doesn't have that much effect on many of the most common places you encounter dangerous mobs like Space Ruins or Gateways as they are also places where you can't reliably recharge your energy-based stamina weapons as most that don't require energy do require getting into melee and endangering yourself. ## Changelog 🆑 balance: Most biological mobs are now slowed by taking stamina damage, and can be stunned. Mechanical mobs, mining mobs, and several other special kinds (chiefly those invoked by antagonists) are unaffected. If this seems to effect any mob it probably shouldn't, please report it as a bug. /🆑 |
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2ef9be35d9 |
Constructs now have their respective factions (#90690)
## About The Pull Request Holy constructs are now part of a new Holy faction, that all Chaplains get once they choose a sect. Wizard constructs are now part of the Wizard faction Juggernaut's Gaunlet Echo spell now respects factions (so ignores cult as cult, wizards as wizard, and their creator as holy) https://github.com/user-attachments/assets/e56f958d-fffa-4534-8b39-a95f9d160865 ## Why It's Good For The Game Makes constructs less likely to friendly fire and makes holy constructs able to use their spells to fight Cult. ## Changelog 🆑 Ezel/Improvedname, JohnFulpWillard fix: Constructs now have their proper factions, so Wizard constructs can't hit Wizard Apprentices. fix: Juggernaut's Gauntlet echo spell now respects factions. /🆑 |
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3a92370673 |
Fixes a lot of procs not checking the return value of Life() when they should (#89542)
## About The Pull Request  Goal of this PR was to fix this annoying CI runtime that most likely occurs on a Life() tick that happens on a dead or deleted mob. Ending up finding more issues than I set out to fix. The short of it is: the base call of `Life()` actually has a return value of `1` if the mob is alive, or `null` if the mob is dead or qdeleted. There are many procs which should be stopping operations once the mob is either qdeleted or dead, but many procs were not even checking the return value of `..()`. This fixes that. Note: For some procs, it _DOES_ actually matter to differentiate between being qdeleted and being dead... `handle_organs()` comes to mind iirc. So I was careful to respect that. That is why some are checking for `!.` while others are checking for `QDELETED(src)` ## Why It's Good For The Game Less spurious runtimes. ## Changelog Not player facing --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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d0a7f955f8 |
Fix various issues with names in string interpolation (#89246)
## About The Pull Request Commit messages should be descriptive of all changes. The "incorrect `\The` macro capitalization" was intentional when it was added, but as far as I know TG says "the supermatter" rather than "The Supermatter," so it's incorrect now. This is completely untested. I don't even know how you'd go about testing this, it's just a fuckton of strings. Someday I want to extract them and run NLP on it to catch grammar problems... ## Why It's Good For The Game Basic grammar pass for name strings. Should make `\the` work better and avoid cases like `the John Smith`. |
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0c5da3981b |
[NO GBP] Various CvH tweaks & fixes (#88168)
## About The Pull Request Increased Rusted Harvester health from 35 to 45. Increased haunted longsword's demolition mod by 20%. Rusted harvesters won't get narsie telling them to bring her their victims. Heretic summons aren't affected by void chill anymore. Add no gbp tag if you want ## Why It's Good For The Game > Increased Rusted Harvester health from 35 to 45. I want these to be frail, but being one-tapped by a sharpened sword is a tad too much I think. I balanced that health amount when they delimbed cultists instantly, but that's now a delayed action on crit so it's moot. > Increased haunted longsword's demolition mod by 50%. To some degree I want people to throw these away deep into maintenance, but there's a binding button now, perfectly serviceable, and I've _seen_ how miserable it is to be stuck alone deep in maintenance waiting for a just-too-long cooldown to break down 6 airlocks in a row. Seal them away the right way or suffer the consequences of your actions. > Rusted harvesters won't get narsie telling them to bring her their victims. They ain't yours, dummy. > Heretic summons & rusted harvesters aren't affected by void chill anymore. Why my friends freezing too? :( This fix also causes 'mansus touched' things to be unaffected by the chill. It includes the crimson medallion, which is obtainable by cultists. In my mind that's not a bad thing but it's not my path rework so I'll tag the author of it ## Changelog 🆑 balance: Increased Rusted Harvester health from 35 to 45. balance: Increased haunted longsword's demolition mod by 20%. fix: Rusted harvesters won't get narsie telling them to bring her their victims. fix: Heretic summons aren't affected by void chill anymore. /🆑 |
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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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48bbd6fddf |
Reworks examine (a little) (#86506)
## About The Pull Request Basically, reworks how examining things looks to the user. #86497 is required even though this pretty much replaces the entire PR. Examining random objects and simplemobs:   Examining a person:   Examining an ID card a person is wearing (by clicking the hyperlink adorning the ID card when examining them): (Note, you can only pull up this if you are within 3 tiles of the person)  ## Why It's Good For The Game Examine is very old and very inconsistent between atoms and mobs. So I thought I could spruce it up a bit while bringing some consistency along. This should also help with losing certain details in massive walls of examine text - stuff like names will stick out more. ## Changelog 🆑 Melbert qol: The way examine looks has been updated. qol: A person's ID card no longer appears with a big icon on examine. You can now click on their ID card (in the chat box) to get a bigger picture of it, as well as information about them. refactor: Much of examine backend code has been refactored, report any odd looking text. /🆑 |
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9855ee0966 |
Cult vs Heretic overall polishing (#84908)
## About The Pull Request Renamed the Crimson Focus to the Crimson Medallion Fixed harvesters not being properly bound to their master, nor dying when they do Fixed heads totally overriding cultist sacrifice rewards Heretic blade now converts to a nullblade Added wooshing, shaking, and glowing to flinging around with the heretic blade Removed the probability to not gain a reward when sacrificing a cultist ## Why It's Good For The Game > Renamed the Crimson Focus to the Crimson Medallion I heard bradley say this and it sounded better, differentiated it from the amber focus, gave it a unique identity > Fixed harvesters not being properly bound to their master, nor dying when they do Now you can track your master through the arrow though > Fixed heads totally overriding cultist sacrifice rewards Whoops > Heretic blade now converts to a nullblade Everyone loves these and it fits more-ish > Added wooshing, shaking, and glowing to flinging around with the heretic blade I am the flavor master > Removed the probability to not gain a reward when sacrificing a cultist This was 'pre-balancing' which is a cardinal sin in my books. It shouldn't exist without a good reason, plus the implementation is poor. ## Changelog 🆑 spellcheck: Renamed the Crimson Focus to the Crimson Medallion fix: Fixed harvesters not being properly bound to their master, nor dying when they do fix: Fixed heads totally overriding cultist sacrifice rewards add: Heretic blade now converts to a nullblade add: Added wooshing, shaking, and glowing to flinging around with the heretic blade balance: Removed the probability to not gain a reward when sacrificing a cultist /🆑 |
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4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
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0a0c1260b5 |
Cultist pets (#80595)
## About The Pull Request cultists can now convert pets on their side. when you convert a pet, it will become much more dangerous and obedient to you, it will also gain a new dangerous AI. cultist pets will look for fellow dead cultists, and revive them by dragging them to nearby revival runes and activating it. if there is no revival runes around them then they will create their own and drag u to it. u can give them commands to follow, attack, or to create revival runes. they will also go around to crit non cultists so cultists can convert them  they will also now feed on organs and blood for healing ## Why It's Good For The Game adds a extra layer to cult, u can now command non-sentient pets to aid you ## Changelog 🆑 add: cultists can now convert pets to their side /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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1f195c5a05 |
[FIX] Prevents Buckling Megas, Blobs, Constructs, Slimes, and Dragons (#81287)
## About The Pull Request fixes #80946 not sure why it borrowed the wrong commit msg ## Why It's Good For The Game on the one hand it's funny but on the other hand it's dumb to be able to buckle massive mobs to tiny-sprite objects they might not be able to get out of without just destroying their own chair - assuming they can, which in the case of some things you can buckle to, you can't (looking at roller beds.) ## Changelog 🆑 fix: removed ability to buckle megafauna, constructs, blob minions, dragons, and slimes. /🆑 |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- 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 Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- 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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365e50bbce |
Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs (#79563)
## About The Pull Request - Deletes `spec_attacked_by` - Elements simple/basic mob attack threshold - There was a skeleton mob that "mimics armor" but didn't use the actual mimicing armor thing we have, so I changed that. - Moves `check_shields` down to the living level, renames it to `check_block` - Martial art blocking is now signalized (only CQC uses it anyways) - Cleaned up a bit of `attack_x` procs, but not a lot. Should have an entire PR dedicated to this .... mess. - Deprecates `/obj/item/melee` ## Why It's Good For The Game Second verse, same as the first. - Less bad species related procs. - Largely brings a lot of code in line, making combat more consistent across types. - Makes it a lot easier to add new code relating to blocking or taking damage. ## Changelog 🆑 Melbert refactor: Refactored another large chuck of attack code, primarily involving melee item attacks and non-human mob attacks. Report if you see anything weird fix: Pacifists clicking on simple robots or silicons no longer causes sparks fix: Blocked thrown batons are now properly... blocked /🆑 |
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9696dd1a1d |
Targeting Datums Renamed (and global) (#79513)
## About The Pull Request [Implements the backend required to make targeting datums global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e) It's inconsistent with the rest of basic ai for these to have a high degree of state, plus like, such a waste yaknow? [Implements GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0) Regexes used: new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1) Renamed all instances of targetting to targeting (also targetting datum -> targeting strategy) I've used GET_TARGETING_STRATEGY at the source where the keys are actually used, rather then in the listing. This works out just fine. ## Why It's Good For The Game Not a misspelled name through the whole codebase, very slightly less memory load for basically no downside (slight cpu cost maybe but not a significant one. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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7b720a0081 |
Basic Shades (#79469)
## About The Pull Request Makes shades into basic mobs. As they are solely player-controller and have no AI, this was a very simple conversion. Things of note: - I've made shades use the same "theme" system as constructs, to determine their drops and coloration - as opposed to these things being manually set by the type of soulstone they're held in. - I've reorganized files slightly, putting both constructs and shades in a new "cult" basic mob folder. That's more or less it. As I said, shades are simple. ## Why It's Good For The Game Basic-izes another mob and cleans up the code a little. Removes the last cult-related simplemob, too. ## Changelog 🆑 refactor: Shades now use the basic mob framework. Please report any bugs. /🆑 |