9 Commits

Author SHA1 Message Date
SkyratBot 68f4696e25 [MIRROR] You can now raise lobstrosities from chasms chrabs. (#29019)
* You can now raise lobstrosities from chasms chrabs. (#84969)

## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑

* You can now raise lobstrosities from chasms chrabs.

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-24 22:39:49 +05:30
SkyratBot b700de94c2 [MIRROR] Fixed limb slowdown and hunger affecting your speed in nograv (#28412)
* Fixed limb slowdown and hunger affecting your speed in nograv (#84253)

## About The Pull Request

Limbs with unique slowdown, such as that of mushies and zombies, won't
affect it when they aren't actually using them.

Hunger will now only slow you down in ground movement.

## Why It's Good For The Game

Being hungry isn't meant to make you move slower while using a jetpack -
that makes no sense.

Similarly, mush or zombie or any limbs slow the zombie down despite not
being used in nograv, which I think is silly.

## Changelog

Limbslow not mentioned as its not very relevant to the average round

🆑
fix: Fixed hunger affecting your speed in nograv
/🆑

* Fixed limb slowdown and hunger affecting your speed in nograv

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-06-27 14:06:35 +05:30
SkyratBot b5a28d6e68 [MIRROR] Changes how lube crawling works and fixes a bug with snails (#27744)
Changes how lube crawling works and fixes a bug with snails (#83238)

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).

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.

🆑
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.
/🆑

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-05-18 18:34:28 +02:00
GoldenAlpharex c6fc532e90 [MANUAL MIRROR] SPECIES NUKING 2023: Moves speed modifier to bodyparts [MDB IGNORE] (#22509)
* SPECIES NUKING 2023: Moves speed modifier to bodyparts (#76336)

As we all know, speed is stored in the legs.

Potential for more medical abominations.
Potential for adding augmented legs that make you speedier (?)

🆑
refactor: Species speed is now stored in bodyparts. Leg transplants from
slower species will make you slower.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* Makes it all work properly, and compile and all

* Fixes bodypart movespeed modifiers (#76520)

## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/502a195b-b9d6-48fd-92a1-462e74a13ae0)
I am today's big loser

Fixes https://github.com/tgstation/tgstation/issues/76509 (partly)
This was caused by my goofy ass not using the correct proc for the
VARIABLE movespeed modifier that is the bodypart one.

Additionally slightly changes some bodypart code that bothered me by
using signals even though it was just... not really necessary? And kind
of confusing?

## Why It's Good For The Game

Bugs are bad they make you mad

## Changelog

🆑
fix: Bodyparts that should slow you down, will slow you down.
/🆑

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2023-07-16 18:21:04 -04:00
wesoda25 eb2932a079 bam bam pow (#50074) 2020-03-21 17:07:58 +01:00
Rohesie e36475e1f4 Slowdown fixes and tweaks (#50095)
* Slowdowns

* Highlander fix
2020-03-21 17:01:34 +01:00
kevinz000 1c0b764dcf no more ids 2020-02-18 00:04:16 -07:00
kevinz000 63d54e3e4f PAIN 2020-01-11 22:11:29 -08:00
kevinz000 46451e23ea move stuff 2020-01-10 07:27:44 -08:00