* Fixes wizard's spellbook becoming inaccessible (#67844)
Wizard spellbooks have a mechanic that binds the book to their first user, so other people can't use it. However, it binds the spellbook to the wizard's body, not their mind. This makes it so the spellbook is inaccessible to the wizard after becoming a lich or mindswapping, which doesn't seem to be intended. The PR just makes the spellbook check for the mind, not the body, to fix this. Fixes#64927 and #56216
* Fixes wizard's spellbook becoming inaccessible
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Fixes TGUI light mode preference-related runtime (#67880)
It runtimed every time a client would connect, because they had no mob. Whoops!
Why It's Good For The Game
Runtime man bad.
Changelog
cl GoldenAlpharex
fix: Fixed a runtime related to the TGUI white mode preference that would happen every time someone would connect to the server.
/cl
* Fixes TGUI light mode preference-related runtime
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Cargorilla Drip (#67849)
Some FUNNY MAN decided to put this poor, innocent gorilla into an ill-fitting costume.
Branding them for his amusement.
As if to JEST them, they even gave him a little hat.
Why It's Good For The Game
It's funny, a good sprite and the Cargorilla is now uniform with the Department.
* Cargorilla Drip
Co-authored-by: Cursor. Maybe? Who knows? <102828457+theselfish@users.noreply.github.com>
* Fixed mech CI not working (thanks safeties)
* Fixes consistent jumpsuits not working for the prefs menu
* Oops forgot to commit this
* We lost this from #10050, now they're grey again
* Fixes point-blank ballistic shots, fixing mech CI that way
* Adds the screenshot icons for our antags
* Adds a bunch of screenshots for all of our species (yes they're ugly but we'll fix them later)
* I Love Merge Conflict Markers
* Food types visible on food examine (#67635)
Now you can tell whether the thing you're about to eat is a breakfast, whether the fried egg has meat in it, and which soda is NOT a junk food.
* Food types visible on food examine
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo. (#67549)
About The Pull Request
u0aw4DulWt.mp4
Why It's Good For The Game
Breaks up the monotony of firearm sounds, makes them actually useful in a gameplay context. Energy gun effects inspired by Cruelty Squad.
Changelog
cl
soundadd: Energy and Magic gunfire sound pitch now varies based on how much ammo is left.
soundadd: Ballistic gunfire now has a low-ammo click sound.
/cl
* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo.
* mirror
* Update gun.dm
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Added further limitations on the sound emitter circuit component
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Projectile Dampener Module is now printable (#67390)
* The projectile dampenaer MODsuit module can now be researched through security modsuit node, and can be printed.
* Projectile Dampener Module is now printable
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Prevents snake in the boot causing a dangling reference (#67593)
* Prevents snake in the boot causing a dangling reference
Co-authored-by: oranges <email@oranges.net.nz>
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations (#67538)
Hacking the command console and winning revs no longer adds midround threat. Instead, it'll force a heavy ruleset to spawn, and barring that, will spawn a dangerous random event.
Not really tested, you know how it is with stuff like this.
This change will slightly decrease the total number of midrounds in the round.
Why It's Good For The Game
Before D2022P1, midround threat effectively did not work. Adding midround threat did not guarantee anything would actually happen, whether that be the "obsessed spawn and doesn't do anything" kind of nothing happens, or the "absolutely no ruleset spawns" literally kind of nothing happens.
Sometimes, though, it might have! This PR makes that a guarantee.
After D2022P1, midround threat works and is also extremely dangerous in the quantities that are being added. 15 threat means 2-3 extra midround antagonists are spawned, and this late into the round are often going to force heavy rulesets anyway, but at a disproportionate cost.
Furthermore, adding midround threat decreases the time it takes for the next midround, as midround rolls are rolled equidistantly from one another. It is possible, for instance, for a midround ruleset to run, and then another to run seconds later as the distance changes.
This keeps things direct--the crew gets a disadvantage, but is not completely overwhelmed by several antagonists disproportionately.
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Randomize_human now applies a proper name to non-humans (#67820)
* fix
* Update code/modules/admin/create_mob.dm
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
* Update code/modules/admin/create_mob.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Randomize_human now applies a proper name to non-humans
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Buffs the greedy god vending machine (#67836)
The greedy god vending machine was pretty underwhelming compared to normal custom vending machines, it only had fancy light beams, this makes it harder to break and lets it store/sell more items
* Buffs the greedy god vending machine
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Adds the white cane. (Bounty Code) (#67801)
This PR adds the white cane.
It can be crafted using 3 iron rods. Additionally, white canes can be purchased from the medical vendor, differentiating them from the costume canes.
White canes are transforming items that can be folded down from a small size to their fully extended versions, which are too large to store in a bag.
* Adds the white cane. (Bounty Code)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes sparring sect on Kilostation (#67835)
The Chaplain's sparring sect only works in `/area/station/service/chapel` by default, which Kilostation's new Chapel lacked. The Pubbystation Chapel also had this problem, but I fixed it a while back. It seems the Kilo chapel ported over pubby's broken one, so the bug re-appeared here now.
* Fixes sparring sect on Kilostation
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* The transition between the cubic powerloss and linear powerloss for the supermatter is now smooth. (#67515)
* Smooths the transition.
Changes the supermatter's linear powerloss function to occur when the derivative of the cubic power loss is equal to the rate of the linear power loss. Offsets the linear powerloss function so the transition between the two functions is completely smooth.
Also adds defines for powerloss related magic numbers.
Change the requirement for the linear powerloss to occur when the derivative of the cubic powerloss is equal to the rate of the linear powerloss. Offsets linear powerloss to make the transition between the two functions completely smooth. Adds defines for the powerloss magic numbers. Changes the powerloss inhibitor stuff to just reduce the powerloss instead of reducing the functions, meaning that reducing it by 90% would always reduce it by 90%.
Well, the consequence of powerloss being a cubic function means at one point the derivative of power minus powerloss will be negative, and at one insane point, this could make adding more emitters (or extremely high temperature) actually cause the SM to have lower power than if they didn't add emitters (or extremely high temperature), because linear powerloss doesn't occur in time.
This should make the powerloss function for high power supermatters to be more intuitive, where powerloss doesn't punish giving the supermatter high power to the point of being worse than giving it lower power. Changing powerloss inhibition related stuff will make it more intuitive for people to understand.
* The transition between the cubic powerloss and linear powerloss for the supermatter is now smooth.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Gives gorillas monkey faction, gives the cargorilla neutral faction (#67790)
* gives the cargorill some more factions
* Give the base gorilla monkey too
* Gives gorillas monkey faction, gives the cargorilla neutral faction
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Swaps the energy requirements for emitting radiation pulses for the proto-nitrate tritium response and proto-nitrate bz response gas reactions. (#67803)
Hi.
Makes the proto-nitrate tritium response radiation pulse energy release requirement require PN_TRITIUM_CONVERSION_RAD_RELEASE_THRESHOLD instead of PN_BZASE_RAD_RELEASE_THRESHOLD, because it was meant to use that define instead of the one it was apparently using.
Makes the proto-nitrate bz response radiation pulse energy release requirement require PN_BZASE_RAD_RELEASE_THRESHOLD instead of PN_TRITIUM_CONVERSION_RAD_RELEASE_THRESHOLD, because it was meant to use that define instead of the one it was apparently using.
* Swaps the energy requirements for emitting radiation pulses for the proto-nitrate tritium response and proto-nitrate bz response gas reactions.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* [NO GBP] Locate weakpoint hotfixes (#67386)
Fixed locate weakpoint do_after being 3 seconds instead of intended 30. Also you can no longer roll locate weakpoint until you get at least 20 minutes of progression via objectives - these two were commented out for testing reasons and I just forgot to uncomment them.
Also moves station_weakpoints from SStraitor to the objectives themselves.
* [NO GBP] Locate weakpoint hotfixes
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* APC balloon alerts (#67755)
Changes the to_chat messages from building/repairing/deconstruction/etherealing APCs to balloon alerts.
I tried to standardize the multiple names that some items get into one, example: control board or electronics into just board.
Renamed other things just to be cleaner on what tools to use, example: power terminal was change to cable terminal.
And added ! at the end of all error messages so it is easier to know that your attempt failed.
* APC balloon alerts
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fixes some heretic focus funk (#67675)
I fixed this before the last PR was merged, but completely forgot to push the changes. oops
Heretic focus element adds the focus trait on attach if it's equipped on a mob.
Also, I forgot about furious steel when it came to focuses being removed.
Furious Steel now deletes the blades if you try to activate it or shoot it out after removing your focus, instead of keeping them around forever.
(In the future furious steel should listen for the trait being added or removed. I'll do it after the proc holder pr)
* Fixes some heretic focus funk
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)
At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().
This caused components that relied on it, like the Knockoff component, to work way less often.
This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.
It also unit tests it.
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* gps and ore bag modsuit modules are now usable when suit is off (#67781)
gps and ore bag modsuit modules are now usable when suit is off
* gps and ore bag modsuit modules are now usable when suit is off
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Removes unused proc and updates documentation for breath-related gas procs (#67782)
See title, get_true_breath_pressure wasn't used anywhere.
* Removes unused proc and updates documentation for breath-related gas procs
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes gravity generator being overridable/overloadable by malf AI (#67795)
Fixes#67690
AI could use it's overload or override ability/s to near instantly permanently remove the gravity generator from the round.
* Fixes gravity generator being overridable/overloadable by malf AI
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Fixes the "stuck in a vertical fireman carry" curse (#67783)
Fixes#67622#66530 made it so anything with the ridable element lost the element whenever it died.
Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died.
Guess what uses the ridable element? Humans, for fireman carrying and piggybacking
So, if you ever died, it'd permanently brick your ability to fireman carry.
* Fixes the "stuck in a vertical fireman carry" curse
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Upgrades Joy Mask, 4 New Emojis (#67583)
add: 4 new emojis added to the joy mask! Check the AutoDrobe
* Upgrades Joy Mask, 4 New Emojis
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>