## About The Pull Request
Title.
Closes https://github.com/Bubberstation/Bubberstation/issues/5632
The exact implementation is a new variable on quirks that qdels the
items they spawn or early returns if its a path.
Family heirloom and medicine allergy are exempt.
## Why It's Good For The Game
bugs bad
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1556" height="628" alt="image"
src="https://github.com/user-attachments/assets/0162d509-4dab-48a5-8a78-ded340fad641"
/>
ignore the runtimes thats a tg error
</details>
## Changelog
🆑
fix: Item quirks no longer give items on char slot change
/🆑
## About The Pull Request
make OverrideQuirks actually remove all quirks and re-apply them with
unique false
## Why It's Good For The Game
This fixes issues with nitro breathers and SAD's replacing their species
datum thus nulling their mutantlungs being which is after healed into
normal organ that invalidates the quirk
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: SAD's should no longer nuke nitrogen lungs
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
SAD and VV load prefs overrides quirks, instead of simply adding if
missing
## Why It's Good For The Game
This is me trying to get people to pester admins less about quirks
## Proof Of Testing
Tested, seems to work
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: SAD will now remove any quirks you don't have set in prefs, please
don't abuse it.
admin: VV load prefs now loads and overrides quirks as well.
/🆑
## About The Pull Request
Re-adds nanites, balance changes pending.
No plans to do mapping/role changes
Based on https://github.com/tgstation/tgstation/pull/60473 with a lot of
work on modularizing
## Why It's Good For The Game
Nanites are a rather interesting system, my hope is to port it in a more
balanced format.
## Proof Of Testing
Works, thoroughly tested
## Changelog
🆑
add: Re-adds nanites
/🆑
TODO:
- [x] Add techweb linking for nanites
- [x] Prevent stacking of armor mods (fortitude + dna vault + nanite
armor)
- [x] Rebalance damage regeneration programs
- [x] Remove force speak program by @StrangeWeirdKitten request
- [x] Convert UI's to TSX
- [x] Fix Nanite program uhb and programmer overlays not working
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
My love of VTM cannot stand things such as 'blah-sucker', 'vassels' or
'archive of the kindred'.
The Blah-Sucker language has been renamed to Enochian, reflecting the
First City of Vampires, Enoch, in the land of Nod east of Eden where the
Dark Father Caine was exiled from.
(Front facing) mentions of vassels have been replaced with the accurate
Ghoul. They drink vitae to establish a bond with their master, not
blood, vampires do not produce blood, they drink vitae.
The Archive of the Kindred has been replaced with the Book of Nod. Well,
a version of it. Cainites are protective of the hidden knowledge kept
within and would be unhappy with the mortals (you) having a copy.
Objectives have been re-written to mention lore aspects.
## Proof Of Testing
🆑
spellcheck: Various Bloodsucker things have been renamed after the
Inconnu paid a visit.
/🆑
---------
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
Refactors bloodsuckers powers heavily and changes around a lot of few
powers work and even removes a lot of copypasta from tremere powers.
fixes#1384
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
Currently Tremere is pretty meh compared to other bloodsuckers, and
bloodsucker powers use a lot of code that actions now implement
themselves.
<!-- 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. -->
## Proof Of Testing
I basically test almost every change, as part of how I work, obviously
not completely thoroughly thus testmerges,.
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## 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. -->
🆑
refactor: Heavily refactors how bloodsucker powers function.
refactor: Tremere powers no longer have subtypes for each level.
add: Completely redoes how bloodsucker ability descriptions, both the
longer antag panel and the action button hover over, they will actually
tell you actual values that the game itself uses for damage, cooldowns,
and effect durations
balance: Tremere powers can now level up as far as you want.
balance: Mesmerize is heavily reworked, now it no longer forces both
parties to stand still for it to work, but it is obvious to the victim
when used, however the victim is muted for the duration of the spool up,
and will stun and mute normally if the do_after completes.
add: Mesmerize now has a secondary that allows you to mute and confuse
your victim that happens on a right-click,
dominate, the tremere's version instead knockdowns.
add: Tremere's dominate now has a visual timer for temporary vassals,
visible only to the master's vassals and the master themselves.
balance: Tremere's dominate now only requires level 2 to create
temporary vassals, but the duration now scales with the level. It now
requires the potential vassal to have more than 336 blood, and will use
it all up once the duration ends, effectively making it only usable once
per person.
balance: All tremere powers can now level up past level 4
balance: Thaumaturgy is heavily reworked, it now has a charge system,
and while the projectile deal less damage, you can shoot a lot more of
them, and the projectiles will seek towards any non-vassal mob near
where you cast it.
refactor: Separates bloodsucker ability bitfields and action bitfields
to avoid overriding eachother
balance: Bloodsuckers going into torpor outside of coffins will always
die, but will wake out of torpor at 20% maxhealth(not counting critical
health)
balance: A coffin being opened during sol will wake you up, given you
are LITERALL BURNING UN-ALIVE.
/🆑
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
<!-- 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
You know how bloodsuckers are weak to Sol? Now you can be too! Only as a
hemophage.
Features included: The very same warnings and UI that bloodsuckers get
to know when they are in danger!
This quirk also makes healing in a coffin cost only half blood, neat
huh?
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
People wanted to suffer, and why am I to deny them pain?
<!-- 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. -->
## Proof Of Testing
HUD/ burning / healing works fine
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## 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. -->
🆑
add: Adds the hemophage-only quirk, Sol weakness
code: Refactors the sol subsystem so that itself decides if it should
run or not based on if anyone is using it.
code: Refactors bloodsucker UI elements so that they can function fine
outside a bloodsucker antag datum
code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and
bloodsucker_level_unspent are now private variables due to them being
used for UI updates, if you need to change them, use the procs that are
written in the autodoc
code: Quirk species whitelists no longer use bitflags, but use the
species ID's. Easily allowing you to add new whitelists without having
to mess around with making a new bitfield
/🆑
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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. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>