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c7e4e90004 |
Adds a new antag, the Blood Worm (#93787)
## LTS Document Check this document before making any significant future changes to blood worms, please. https://hackmd.io/@RikuTheKiller/H1AHQSKNZx ## About The Pull Request THIS PR SHOULD ABSOLUTELY BE TM'D FIRST Blood worms are a new progression antag. When the event runs, 2 candidates are picked from ghosts and spawned in as blood worm hatchlings, which then have to grow up, do a couple objectives and take over the station. Hatchlings are weak outside of a host, while juveniles can stand their own reasonably well. Adults have high offensive power and can only be dealt with using the right gear or a lot of luck and robustness. They're meant to be a moment of glory for achieving maximum progression and they can bootstrap the next hatchlings by gathering corpses before cocooning. Each growth stage requires 30 seconds in a cocoon, which can only be created after consuming a lot of blood. There's a falloff curve on a per-blood-type basis, meaning you can't drain the same person over and over again to reach adulthood. The medbay freezer is a priority target for the blood worms and can get one of them to the juvenile stage if fully ransacked. It takes 500 blood to mature from hatchling to juvenile, and 1500 blood to mature from juvenile to adult. You can only get up to 1000 blood from synthetic sources like monkeys, and consuming synthetic blood is 30% less efficient. Blood worms can also examine living targets to see how much blood a target has, and how much growth the blood worm would gain for consuming that blood. Blood worms spawn in vents and have night vision for maneuvering in maintenance. Hatchlings can ventcrawl, while juveniles can move around by breaking things. Optionally, you can take over a host with a lot of access like the Captain to go basically anywhere, especially if nobody knows you killed the captain. Behind the scenes, host-taking kicks the host's original mind to a backseat mob. This needs the most testing in practice, but it's confirmed that it returns the host's mind back to their body, at least in testing. All mob, ability and action sprites are made by INFRARED_BARON. Legal rights were transferred to me after I paid for the commission. Note, I've been working on this massive PR for quite a while, so documenting every small change is really hard! Apologies for anything I've missed. There's a lot. Final note, admins can spawn these by either: A. Trigger the midround event via the dynamic-panel verb, under the Rulesets tab. B. Giving someone the Blood Worm antag datum via the Traitor Panel in the Player Panel for the target player. This will transform their mob into a valid Blood Worm, with all of the associated objectives and such. ### Active Abilities 1. Leech Blood (No Host) - Lets the blood worm drain blood from living targets and reagent containers. Uses an aggressive grab to restrain living targets until leeching is over, which takes around a second to initiate. Causes oxyloss during the leeching. NPC monkeys can't escape from this and it floors targets as well. 2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire ranged corrosive blood spit at targets, melt restraints on their hosts by right-clicking, and as an adult, shoot a burst of blood spit at a target by right-clicking. Note of the right-click abilities, shooting bursts can't be done while in a host. (to avoid unfair stealth kills) Shooting a burst has a much longer cooldown than shooting normally. All spit types cost blood to use. 3. Invade Corpse (No Host) - Lets the blood worm take a host for themselves, consuming all of the host's blood and in essence, "becoming" the host. Any bloodloss inflicted on the host is taken as damage to the blood worm, and the blood worm retains its weakness to fire even in this state. Burn damage itself no longer has any extra damage, though. 4. Leave Host (Host) - Title, literally just leaves the host after a delay. Notably works even while the host is moving, dead, incapacitated or otherwise fucked up in any way, shape or form. 5. Inject Blood (Host) - Lets the blood worm heal its host. The potency of this increases as the worm grows up, but so does the cooldown and blood consumption. This works on organ damage, injuries, etc. 6. Mature (No Host) - Makes the blood worm enter a cocoon for 30 seconds, emerging as the next growth stage. Requires an increasing amount of consumed blood / growth as the blood worm uses it. 7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon for 30 seconds, with 4 hatchlings emerging out of it, including the original blood worm, now reverted back into a hatchling as well. 8. Revive Host (Host) - If the host is in a viable state to be revived, revives them after an animation sequence plays out. ### Passive Abilities 1. Space Immunity - Blood worms are immune to the cold, low pressures and a lack of oxygen. Only the immunity to a lack of oxygen carries on to hosts from this. 2. Organ Insertion - Blood worms can insert organs into their hosts by right-clicking on them with the organ in-hand. This mainly exists to deal with hosts that lack organs, and avoids the gotcha where an adult blood worm ends up gutting their host by hitting them too hard, as they can simply fix it on the spot. 3. Life Support - Blood worm hosts don't need a heart, lungs or a liver to survive. Lungs are useful for speaking, and a liver is necessary to process reagents. 4. Regeneration - Blood worms slowly heal over time. This is nowhere near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult. 5. Night Vision - Blood worms can see in the dark. This doesn't extend to hosts. 6. Ventcrawling - Hatchling blood worms can ventcrawl. 7. Doorcrawling - Hatchling and juvenile blood worms can slide under doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a juvenile. 8. HUD - Blood worms can tell how much blood targets have at a glance, via a blood HUD bar exclusive to them. They can also tell apart other blood worm hosts from normal people via an antag HUD. There's also an examine message they can use on living targets for even more info. ### Weaknesses 1. Heat and Fire - Blood worms quickly die to heat, their bodies are flammable and their blood will burn up if their host's core temperature is too high. The main counter to this is getting a host with flame-resistant gear. 2. Bleeding - While in a host, bleeding wounds will directly damage the blood worm itself. How much a host needs to bleed before the worm dies depends on their growth stage. Blood worm hosts keep bleeding even while dead, so just keep hitting them and they'll die. Blood worms automatically leave their hosts when they hit 10% health or lower, and their hosts bleed 50% faster than normal people. 3. Stuns - Blood worms have no way of dealing with a stunned host other than getting out. They can deal with any restraints by melting them, though. 4. Testing - Security can order a blood worm testing crate from cargo, either for a 20 minute cooldown via the security cargo interface console, or for 10000 credits via the supply console. It contains 4 single-use testers that hurt a bit when applied, but are instant to use and 100% accurate. The stopgap is that they're really fucking expensive and only work once per item. ### Screenshot <img width="280" height="132" alt="image" src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727" /> ## Why It's Good For The Game Antagonist variety, mainly. This is basically Cortical Borers 2: Electric Boogaloo. Currently, we lack any antagonists with mind control abilities. That really sucks! I've also gotten a lot of positive feedback about the antagonist while working on it. This antagonist also has great potential for roleplay, as they can take over hosts, surprise attack people by getting out of a dead corpse, talk to each other using Wormspeak, etc. I think we're also itching for variety on "pest" antagonists. Right now we just have spiders and xenos. Everybody knows these two, so why not mix it up a bit? And as for balance? Blood worms are relatively easy to dispatch when you know their weaknesses, which are extremely clear. Bleeding for hosts, fire for either one, lasers for the worms themselves. As long as you get the host in crit and keep hitting, you've pretty much won, and they can't keep spamming Inject Blood forever since they'll quickly run out of blood to use. ## Changelog 🆑 add: Added a new heavy roundstart/midround antagonist, the Blood Worm. Credit to INFRARED_BARON for the sprites! fix: Removing traits based on a source no longer causes issues with trait signals. fix: High-priority effects no longer double-trigger due to subsystem issues. fix: Weighted averaging in reagent merging code has been band-aid fixed. It's not the best, but it works. /🆑 |
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aac161bce9 |
Allows blocking language speech and comprehension separately (#91884)
## About The Pull Request There was a PR I wanted to make, but one of the features I wanted the addition to have was for an affected mob to only speak aphasic, but understand whatever languages they'd normally be able to understand. This, in turn, required refactoring language holders to separately block language speech and comprehension. This change, I decided, would be good to split into its own PR. ## Why It's Good For The Game Allows more fine-grained control over what languages an atom is blocked from speaking or understanding. This will be useful for future PRs or admin events. ## Changelog no player-facing changes |
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d412674e24 |
Silicons have 66% understanding of uncommon roundstart languages (#90642)
## About The Pull Request Silicons have 66% understanding of uncommon roundstart languages ## Why It's Good For The Game Joke reason:  Serious reason: I understand why the original change was made, and the points mentioned in the PR were very valid. But at the same time, I think silicons being unable to parse most languages is a flavor fail. My thoughts are using partial languages as a compromise would assuage the concerns of the original PR while still giving us some of the flavor of omniscient AI. If you disagree (Particularly you JohnFulpWillard) feel free to close this. (And of course we can always tweak the number. I had the thought of adjusting the % of given languages depending on how close they are to common - so languages like Voltaic are much lower, ~20%.) ## Changelog 🆑 Melbert add: Cyborgs and the AI have regained understanding of various non-human languages, but only partially (66%). /🆑 |
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67dd51be79 |
Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request Fixes #89445 (well, technically. It fixes the bug associated but these `say`s should really be emotes.) Three things: 1. Reworks how language translation works. Rather than scrambling a sentence into a language entirely, sentences are now scrambled on a per-word basis. Additionally, the 1000 most common words of a language are *never* re-scrambled across the duration of a round. Once it's set it's set in stone. Example: (Sample / Old / New)  This allows for a number of things: - More consistent translations, making it (more) viable to actually "teach" someone words for something - Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at least not yet) - The following: 2. Adds partial language understanding Some languages can understand portions of other languages.  This pr adds the following: - Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. - Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. - Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. 3. Bilingual quirk has been expanded to accomodate these changes. There are now two more preferences: - Language Speakable - You can toggle this, so you only understand the language, rather than understand AND speak. - Language Skill - If you choose to be unable to speak the language, you can set how much of the language you can understand, down to 10%. ## Why It's Good For The Game Playing around languages is fun, but due to the way our translation works, ALL context is immediately lost for what the other person may be saying. If the other person is shouting in all caps? Output language is normal chatting. This is lame! Even if someone is unable to understand you, there's a LOT you can convey just by how you speak, and getting that across in game is quite difficult when all translations get mauled so badly. So this changes that. - Emphasis like caps lock is maintained, so you see someone shouting in caps in a foreign language you can probably intuit something is wrong (but not what is wrong!) - Some languages can gleam bits of other languages, so you MIGHT be able to pick out context if you pay close attention - "Brother" languages will now feel more like "brothers" and not completely divergent - You can even "teach" someone words in your language - at least the most common words! (Until next round) ## Changelog 🆑 Melbert add: Languages can now have partial understanding of other languages. More common English words are more likely to be mutually understood. add: Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. add: Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. add: Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. add: Bilingual quirk: You can now choose between being able to speak or not speak the language add: Bilingual quirk: You can now choose to have partial understanding of your language, rather than full. qol: If you speak in ALL CAPS in a foreign language, the translated words will also be ALL CAPS. qol: Many more forms of punctuation are now conveyed across translations. qol: The 1000 most common English words will now never be scrambled when translating into other languages for the duration of the round. This means you can actually "learn" some words if you are especially attentive! (Until the next round at least) refactor: Refactored language translations. Report if you see any super odd looking translations. fix: Force-says forcing you to speak common (such as cult invocations) will now correctly force you to speak common (even if you don't know common) /🆑 |
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582af65604 |
Bitesize Common Core: Spinwarder Language (#89612)
## About The Pull Request Adds the Spinwarder language, and grants it to Space Russians (including the mobs, Fugitive Hunters, and the BODA machine).  <details> <summary>Lore Be Here, Abandon All Hope</summary> **Spinwarder Russian**, also known simply as **Spinwarder**, was the official language of the Third Soviet Union, and following the collapse of that state, has remained the primary spoken language in its former lands, including the Spinward Stellar Coalition, which is the closest stellar governing body to SS13. This means its the language spoken by your average Space Russian who you might find nearby to the station; it's also the language used by devices made in and around the former Third Soviet Union. As an additional tidbit, the icon for the language:  is the state flag of the SSC. </details> |
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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4407d1174a |
Space Carps & Dragons now speak Carptongue instead of Common. Space Dragons also speak Draconic. (#89034)
## About The Pull Request  - Space Carps and Space Dragons no longer speak Common. - Space Carps and Space Dragons now speak Carptongue, a language native to Space Carps. - Space Dragons also speak Draconic. - Space Dragons can still understand common, they just can't speak it. - Space Craps cannot understand common, unless they're a special carp (Cayenne, Lia, Magicarps, those spawned from plushies) - Ash Drakes and Ice Whelps also no longer speak Common, and instead speak Draconic. They can still understand common. - Carp Infusion now lets you speak and understand Carptongue. - Fish Infusion now lets you speak and understand Carptongue. - Fire Sharks now speak Carptongue instead of Common. They can still understand common (to receive directions). ## Why It's Good For The Game #89032 made me think "hey why CAN carps speak Common?" So I thought "What if the Space Dragon spoke Draconic instead since it's a big lizard" But naturally the Space Dragon still needs to communicate verbally to its carps and, well, carps aren't really lizards so they shouldn't get Draconic right? So I thought "Why not add a Fish language" Now, various aquatic space creatures have a language that they can speak between one another in privacy, while the Space Dragon can still communicate to the crew for gimmicks via the curator (or draconic if they want to speak to lizards) ## Changelog 🆑 Melbert add: Adds Carptongue language, spoken by Space Carps. del: Space Carps no longer speak or understand Common. Special carps like Cayenne and Lia can still understand common. add: Space Dragons can speak Draconic and Carptongue. del: Space Dragons no longer speak Common. They can still understand it. add: Ash Drakes and Ice Whelps now speak Draconic. del: Ash Drakes and Ice Whelps no longer speak Common. They can still understand it. add: Fire Sharks now speak Carptongue. del: Fire Sharks no longer speak Common. They can still understand it. add: Fish and Carp Infusion now grant Carptongue, letting you speak to (and understand) Space Carps. add: Sleeping Carp grants you Carptongue, but as most human tongues can't speak it, you'll only be able to understand Space Carps unless you steal a fish tongue. /🆑 |
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c42d4dcfb2 | Health Analyzer Rework (medial mains inquire within) (#86666) | ||
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97ef3ec349 |
[NO GBP] Quickfix for a now removed status flag (also byond issue). (#86680)
## About The Pull Request Making the code compile. EDIT: There's an on-going BYOND issue with datum subtypes (not atoms) in which trying to override the parent value with null won't work. Melbert has provided me a fix for it too (from: https://github.com/tgstation/tgstation/pull/86666/commits/d6c1dbf4fd641d160961d7964e145e93b86d672c) ## Why It's Good For The Game Making the code compile and the CI succeed ## Changelog . |
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0cc5cfb178 |
Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.   (In the prefs menu:)  Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog 🆑 Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /🆑 |