* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Russian revolver now lets you suicide with it (#70568)
* Russian revolver now lets you suicide with it
Russian revolvers now use fire_gun instead of afterattack, so the gun's suicide (which uses process_fire) will now work.
I haven't tested, but this seems to fix https://github.com/tgstation/tgstation/issues/66152 too (Monkeys getting aggro on people pointing the gun at them).
* actually, don't check for mob
Now the text is consistent with how it previously was, while always displaying the visible message.
* fix the comment to state yourself only
* Russian revolver now lets you suicide with it
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Update inhands.dm
* ci fix
* ew
* wew
* ew
* wew
* wew
* some hats
* rings and donator clothing
* more guns, pillows, devices
* crush hammer
* Fixing the inhands for the fake announcement device
* traitor_announcer
* Just a handful more fixes, for now.
* lost track of what I changed
* more
* weh
* Okay, now will you pass?
* Update code/modules/projectiles/guns/ballistic/bow.dm
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* nerfs shotgun darts (#70112)
* Shotgun darts now only hold up to 15 units, with the nukie-variation being able to hold up to 30. This puts it on-par with the Syringe gun.
* nerfs shotgun darts
Co-authored-by: arnociiroc <81465875+arnociiroc@users.noreply.github.com>
* Fixes pulse rifle sound and converts some text paths (#70189)
* Fixes pulse rifle sound and converts some text paths
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
* Shadowpeople's healing is from their brain, splits up surgery.dmi
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine) (#69119)
Gives the Bulldog Shotgun a secondary magazine. You can press rightclick to fire and swap to the secondary magazine. You can also swap the magazine manually by pressing Alt-Rightclick on the gun, and load in a new magazine by rightclicking the gun with the magazine.
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Butcher's meathook is no longer restricted by TRAIT_NOGUNS (#68989)
can_trigger_gun always returns TRUE on meathooks, because they aren't real guns so shouldn't be checking if guns can be used.
* Butcher's meathook is no longer restricted by TRAIT_NOGUNS
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647)
The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts.
The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed).
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
* Replaces GetComponent in Mining items with Signalers
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)
* just a normal fire projectile
* Update code/modules/projectiles/projectile/bullets/_incendiary.dm
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Balloonify and removes some `to_chat` spam for miners (#67816)
About The Pull Request
Playing as miner and paying attention to the radio is pure pain, so many of your job related actions create useless spam messages inside your chat/radio tab (unless you split them, which creates other issues) so this PR changes a few of them:
1 - PKAs won't send a useless * click * message to your chat window when it's not ready to fire. It already has a different and clear sound that does it's job.
2 - Guns won't send a message to your chat with "you shoot the gun". You clicked your mouse, you hear the sound, you see the projectile leave and you already get a message logged there with what you hit.
3 - Digging with a pickaxe/shovel/hand is a balloon alert and the message for when you finish digging a wall is removed as you just seen the wall of basalt disappear so you know what happened...
Why It's Good For The Game
As a miner most of your interaction with the station is over the radio, less useless spam on the chat tab will hopefully help make mining feel less like a single player game.
Changelog
cl Guillaume Prata
qol: Miners rejoice! A few of the mostly useless and spammy messages that get send to your chat were changed to balloon alerts or straight up removed. Hopefully, you will have an easier time listening to the radio chatter now.
/cl
* Balloonify and removes some `to_chat` spam for miners
* Balloonify and removes some `to_chat` spam for miners
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes teleporting gun with telekinesis (#68083)
So when you fire a gun with the clumsy trait it has a chance to backfire at you and shoot yourself and if you dont have the no_drop trait will drop the gun on your location hence the teleporting gun bug with telekinesis. This pr adds a check to whether the user is firing via tele or not.
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixes teleporting gun with telekinesis
* Update gun.dm
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>