* [BOUNTY] Re-adds Contractors
* I hate copy pasted overrides so much. BEGONE
* Fixes the merge conflict. It's still not gonna work, too many proc redefinition
* The sheer amount of overrides
* This is hell
* remove modular copy of spawn_contractor_partner
* part 2 of spawn_contractor_partner oops
* un-duplicate create_contracts proc
* Remove duplicate contract generate and finish_enter
* something to make the linter stop crying
* Receiving
* removes our contractor stuff in favour of parity
* Update SyndicateContractor.tsx
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Balance changes to swords, energy shields and modsuit shields. (#80072)
## About The Pull Request
### Sword Weaponry
Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks
whatsoever. These attacks include tackles, xeno tackles and bodythrows.
Energy swords and double energy swords only gain 25% block probability
against such attacks.
### Double Energy Sword
No longer grants outright energy projectile immunity while employed.
Instead, it just has a high probability of reflecting (the typical 75%
to block any other attack). So, very solid defense against energy
projectiles, but not immunity.
Against non-reflectable projectiles, like ballistics or nanite bullets,
the desword only has 50% block, similar to an energy sword.
To compensate for the loss of defensive power, we'll make it all the
more rewarding for getting on top of someone with the sword by giving it
40 force while active. And also it costs 13 TC.
### Combat Energy Shield
This also lost outright energy projectile immunity, but gained the
standard blocking power of shields on top of the ability to reflect
energy projectiles when they block them. This significantly increases
the shields potential effectiveness while no longer pigeonholing the
shield to only energy weapons. (This makes them exceptionally good
against tackles and body throws, by the by).
Deathsquads still have the perfect deflection energy shield so that they
can continue to spam pulse shots with impunity.
### MODsuit Shield Module
Only has one charge instead of three, but it recharges in half the time.
This is no longer such a perfect defense, and does somewhat need you to
be thinking about how you're utilizing the shield rather than not
thinking about defense at all by barreling forward under three potential
hits worth of protection.
Also much cheaper, at almost half price of 8 TC. Because of how cheap it
is (and how much it still is necessary to keep you alive), I've put it
into the core equipment box (which brings the price up to 22 TC. As a
reminder, this is not meant to be at any discount, and is more aimed
towards teaching newer players which items contribute towards success.
If you don't want all the times within, don't buy this box, just buy
what you want separately.)
## Why It's Good For The Game
This is a doozy of an explanation, I hope you're ready for it under the
spoiler.
<details>
With my tackling and bodythrow prs, numerous people expressed
exasperation at the fact that these two tools may have been keeping some
outlier antagonist gear from becoming too easy to steamroll with if you
already knew what you were doing. My intent was to create consistent
rules and behaviours that both A) did not rely on bugs to keep the
balance of power from tipping one way or the other, and B) was at least
consistent or had consistent rules established.
This PR is tackling overperforming gear combinations for already
competent nukies that may have, over time, crept out of control, and
applying some consistency to the rules around similar equipment.
AND also deals with quite possibly the most braindead element of game
design we've tolerated for about a decade, and half a decade after it
was necessary to maintain that decision.
Part of the culprit of this issue is that, specifically in regards to
nukies, crew can't use the vast majority of their weapons effectively
against them. This largely is because this antagonist can gain
immunities to those types of equipment. And that is rapidly increasing
as we move closer towards outright ballistic removal. I don't think the
game is made healthier by everyone on the station having to fight armed
mercenaries with spears, and doesn't make much thematic sense either.
More so, most greener players probably just don't know this is how it
works, and so surprise Pikachu when their lasers bounce off nukies
harmlessly. (This bit reminds me of the problem of new players using
disablers against simple mobs)
But of course, that isn't the only part of the problem. The other half
is due to being able to be layered on a much more broad defensive tool
in the form of the MODsuit Shield Module, whose three charges could
render the mindful nukie near untouchable if they're pairing it with
some other layered defense, such as a desword. Notice that this doesn't
really address armor. The culprit is negation, and not mitigation, and
we should be sparing in how easily we hand out outright effect negation
simply because it isn't super obvious to a new player why it happened,
and how to resolve it. At the very least, we should look to find ways to
add options for players to overcome these problems. Especially with
teamwork.
Energy projectile immunity made sense while there floated around an
energy projectile that ostensibly would down you in a single shot.
Nukies ALSO had projectile weapons that worked much the same (c-20r stun
bullets, taser shot bulldogs, etc.), so it was predominantly
tit-for-tat. These immunity granting equipment pieces forced crew
members to get shotguns and ballistic guns to fight these dangers;
something more available at the time.
We've exercised large bits and pieces of this from the game a long time
ago, but we still have some remnants convinced we're still in a
taser-rich, ballistic available environment. We need to move the games
languishing tools into the modern era and re-established their place in
the game. Namely, the double-energy sword and the combat energy shield
are almost entirely unchanged besides refactors for the last decade or
so, even while the game around them have changed. They've been a
continuous sore point for me in all my time developing and a constant
nagging issue. I want to deal with it now.
MODsuit Shield Module is just kind of really good and only made stronger
the more defenses you have. It's good to have a defense like this, but I
think it is too brain dead. With only one charge, it will save you from
a lost joust here and there, but it won't make it as simple as running
right at every problem you encounter and eating a volley of attacks
while you kill someone with impunity.
**With regards to traitors**, since they also get double-energy swords;
I'm open to suggestions if this is hitting them far too hard, but I'm
not terribly concerned using this weapon for a few reasons. **Firstly**,
I think their presence amongst the crew make it a much better weapon for
tots than nukies (in isolation) simply because they can find ways to
exploit it via tools they gather from the station. It is a force
multiplier. Traitors also have a much bigger element of surprise
usually. **Secondly**, round-start traitors typically grow to be a bit
stronger over time, but I don't foresee many waiting to pay for the
double-energy sword unless they're already flush with TC. So if a
traitor is in a position after they've unlocked access to it to buy one
of these, they are probably doing pretty okay for themselves.
</details>
### TL;DR
Defense stacking and attack immunities are not particularly healthy
things to both design around, or experience in-game. They are kind of
just relics of the past made only sorer once I ripped off a few
bandaids. This is a source of a number of symptomatic issues in the
game, so let's fix that and make it easier on all of us going forward.
Much of the way these things worked operated on extremely outdated
design considerations. It doesn't make sense for them to work like this
today, and only makes things harder by keeping the status quo.
## Changelog
🆑
balance: Mundane sword-like and medieval weapons are not able to block
tackles, xenomorph tackles and body throws.
balance: The double-energy sword and energy sword have trouble blocking
physical projectiles, body throws and tackles.
balance: The double-energy sword also no longer has guaranteed energy
projectile deflection; only doing so on a successful block (75% chance
to block).
balance: But it does have 40 force now, so it is more lethal a weapon.
Traitors can purchase the sword for only 13 TC (down from 16 TC).
balance: The combat energy shield (The one you hold) now functions as a
normal shield (it used to only protect you against energy projectiles
and nothing else). It loses guaranteed energy projectile deflection, but
still reflects the projectile so on a block.
feature: Death commandos continue to have their energy shields deflect
all incoming energy projectiles. Because who cares about deathsquads
being balanced?
balance: The MODsuit shield module only has one charge, but recharges
every 10 seconds. It also costs 8 TC (down from 15). It is also now in
the Core Gear beginner box (bringing the total price up to 22 TC).
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Balance changes to swords, energy shields and modsuit shields.
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`
* Modular
* Update misc.dm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
* Nukes radio.dmi, adds inhands for somewhat relevant items.
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
* More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
* More standardization for ghost notifications (READY)
* Modular
* Update outpost_of_cogs.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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

Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of
rods, wire, and an inducer, it shoots sharpened iron rods at a high
velocity. High damage and good embed chance, but requires you to reload
every shot which requires you to stand still for three seconds to pull
the string back. You can also Use a wrench on it to force it to store
more rods (read: more than one), but risks it exploding and shooting you
instead.
The syndicate variant, avaliable to traitor engis, can fire three rounds
before needing a reload, and features a scope and better armor piercing
ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter
and has much more widespread ammuniton, but holds less ammo and doesnt
have the same burst stopping power. And, to those concerned about the
balance of a non-traitor with this item - the AP ammo can only be made
by the traitor who bought it, and anyone else has to use normal ammo.
GUN STAT JUNK
Normal one has 60% embed chance and does 40 damage (against unarmored
targetd), but requires you to wait at least 3 seconds not moving to pull
the string back. Good alpha strike but not sustainable in a long fight.
Its akin to a pipegun.
Lacks any AP qualities besides piercing a jumpsuit, because any wound
chance it has is due to a bare skin bonus. Generally not a great weapon
to fight sec with.
Syndie version is generally the above but better. Takes less to pull the
string back, slightly higher damage, better fire rate, etc. Doesnt fare
well against any armor thats equivalent to sec gear or better due to
most having low (relatively) AP and wound chance, but good bare wound
bonus.
STATS TLDR: Its good against unarmored chumps and greyshirts but anyone
in armor that protects against bullets will kick your teeth in.
Also, Ammo is crafted from an iron rod. I wanted to have it just fire
rods as is, but theyre stacked items which you cant define projectiles
or ammo from.
## Why It's Good For The Game
I've always felt engi, for as big of a department as it is, is lacking
in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades
and syringe guns, and cargo has anything the QM will buy - but other
than the flamer and shocked doors, engi doesnt have much. Thats why I
made this pr. it was originally just a traitor item, as they lacked many
traitor items in their shop, but I felt like a worse, bootleg version
would suit them.
## Changelog
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🆑
add: Enginenering rebar crossbows + tot kit
add: Added a bunch of ammos and crafting junk to make the ammo exist
image: added icond for all the above
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Hey what if I made Sleeping Carp better at nonlethal takedowns and also deflect with combat mode instead of throw mode (but cost more) (#79517)
## About The Pull Request
It's been a hot minute hasn't it?
When I initially reworked Sleeping Carp, we didn't have combat mode. Now
that we do, and that Sleeping Carp has substantially less defensive
power to justify having to make a choice between deflection and
attacking, it's probably about time we updated this aspect back to what
it was before my rework. Sorta.
Now, we can have all the deniability of the previous method, while also
letting you reliably protect yourself from ranged attacks at all times
while it matters. Because of this, I increased the price up to 17 TC
because of this change just to be on the safe side. The higher uptime of
projectile immunity while also being able to attack during that time
makes this a lot stronger overall.
Secondly, Sleeping Carp presently just isn't as good as a good ol'
baton. It takes a lot more hits to accomplish the same task that a baton
can. Many people feel like they can't even reasonably fight anyone for
fear of the baton, or they would rather use a baton and kill someone at
their leisure. So we've updated some of the moves in order to facilitate
Sleeping Carp as a substantial contender for 1v1 fighting, and lessen
the need for a baton by adding a lot more Stamina damage overall to the
various attacks;
**Keelhaul**: Now a Shove Shove combo. Does literally zero lethal
damage, but now temporarily blinds and dizzies the target as well as its
previous effects. The amount of lethal damage it did was...extremely
small, so this isn't a particularly big loss.
**Grabs and Shoves**: Deal some amount of stamina damage (20). You need
to be in combat mode in order to perform these special attacks (more
deniability). Grabbing someone while they have 80 Stamina damage or more
will cause them to fall unconscious. Yes, I really did just want to add
a Vulcan Nerve Pinch, what do you want from me?
That's it actually. Oh, I guess they are heavy sleepers now too. Because
its funny.
## Why It's Good For The Game
I often get told (read: thrown various insults and slurs at me while
mentioning this as the justification) that Sleeping Carp is not very
strong anymore since it lost all that invisible armor I added way back +
I removed the stuns in my initial rework. This made some people upset (I
think at least one person wished for my death).
So, having given it at least 2 years, I wanted to recapture parts of
what made the older Sleeping Carp (before my rework) strong, some of the
benefits of the new version, and introduce a brand new aspect; nonlethal
takedowns. This makes it beneficial for pacifists, as well as for
kidnapping.
This should not meaningfully make Sleeping Carp any stronger against the
things that typically ruin its day. I suspect in a straight joust with a
baton, Sleeping Carp will still struggle. But against what should be its
strong points (lone targets and ranged weapons), it will be strong once
again rather than clumsily unable to do very much at all.
## Changelog
🆑
balance: Harnessing Shoreline Quay (bluespace energy, probably), a
mystical energy (total bullshit) that permeates the Astral Waterways
(bluespace quantum dimensions, probably), Sleeping Carp users can now
once against deflect projectiles with their bare hands when focused in
on battle (in combat mode).
balance: The Keelhaul technique is now nonlethal (a philosophical
acknowledgement of the familial bond of sleep and death), but causes the
target to become temporarily blind and dizzy along with its previous
effects.
balance: Sleeping carp users, while in combat mode, deal Stamina damage
with their grabs and shoves. If the target of their grab has enough
Stamina damage (80), they are knocked unconscious from a well placed
nerve pinch.
balance: Sleeping carp users find it very hard to wake up once they fall
asleep....
/🆑
* Hey what if I made Sleeping Carp better at nonlethal takedowns and also deflect with combat mode instead of throw mode (but cost more)
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone (#79232)
## About The Pull Request
Brings the CQC kit back down to the same price range of 14 TC (it's 1
more than before weapon kits). It feels like currently that CQC is
overpriced, even with the stealth box coming along with it, and by
comparison the energy sword and shield got a huge value increase by
combining the two. They're both melee styles and also equally difficult
play styles. It isn't really necessary to make one more expensive than
the other. Also now comes with syndicate smokes. It's a whatever change,
ops get these for free on the base.
Adds a core gear kit in the weapon category. This kit comes with a
doormag, a freedom implant, stimpack and c-4 charge. All of these are
items almost every nukie buys if they want to succeed, so let's inform
newer players by putting it RIGHT on top of the list. This isn't at any
discount, this is mostly to help inform players what items help make you
successful.
Hat stabilizers are now a part of every syndicate modsuit for FREE. It
comes built in, can't be removed, and has no complexity cost. Now
everyone can wear their wacky hats as they operate.
## Why It's Good For The Game
CQC felt like it got shafted waaay too hard with the weapon case
changes. Definitely don't believe that it is punching at the same weight
as many of the other high cost weapons. So we've dropped it down a
category. 14 TC is still a large upfront cost, even if it comes bundled
with a lot of goods.
Melbert gave me the idea of a core bundle kit to help newer players and
I was really taken with that. So I added it as part of this followup.
I want people to wear their hats goddamnit, and I didn't learn my
mistake with the tool parcels. So now everyone has hat stands on their
suits. WEAR THE SOMBRERO YOU **FUCK**.
### THIS IS NOW A THREAT.
## Changelog
🆑
balance: Operatives can once again read about the basics of CQC at a
reasonable price of 14 TC.
qol: All Syndicate MODsuits come with the potent ability to wear hats on
their helmets FOR FREE. No longer does any operative need be shamed by
their bald helmet's unhatted state when they spot the captain, in their
MODsuit, wearing a hat on their helmet. The embarrassment has resulted
in more than a few operatives prematurely detonating their implants! BUT
NO LONGER! FASHION IS YOURS!
qol: There is now a Core Gear Box, containing a few essential pieces of
gear for success as an operative. This is right at the top of the
uplink, you can't miss it! Great for those operatives just starting out,
or operatives who need all their baseline equipment NOW.
/🆑
* Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Adds a Syndicate Monkey Agent beacon uplink item (#79012)
## About The Pull Request
Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.
Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.
Gave the syndicate turtleneck a monkey sprite, from SS14!
## Why It's Good For The Game
I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.
6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.
> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.
Credit to SS14 for the monky turtleneck sprite.
## Changelog
🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds a Syndicate Monkey Agent beacon uplink item
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* new syndicate item - bee smoker (#78988)
## About The Pull Request
this adds a new item for traitor botanists they can buy for 4 tc. it
releases smoke which hypnotizes bees to follow ur every command, it can
be used on a single bee or it can be used on a hive to hypnotize all the
bees who live there. u can command the bees to enter or exit their
beehive, and u can also command them to spiral around u where they will
follow u and swirl around u to confuse whichever opponent u are
fighting, and u can also command them to attack people. the bee smoker
comes with some fuel but u can recharge it by putting cannabis into it.
the stronger the weed the more fuel it will provide
https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f
## Why It's Good For The Game
adds a traitor item which gives a new gameplay alternative for botanist
and pacifist players. also i noticed the pet targetting datum was using
some copy paste code so i made it a subtpye of the basic targetting
datum
## Changelog
🆑
add: added a new syndicate item - the bee smoker
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* new syndicate item - bee smoker
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds a cowboy bundle to the nuclear ops uplink (#78874)
## About The Pull Request
Tin
The bundle includes revolver, holster, armored cowboy outfit, horse,
apples to tame said horse, and a complimentary lighter.
It costs 18tc, so it's a little more expensive than getting the revolver
& holster on their own, but you also get a horse so it's worth it.
## Why It's Good For The Game
This was intended as a lone-ops bundle so we can finally have some lone
rangers but I think having a crew of cowboy outlaws doing a "train
heist" for a nuke is really funny.
## Changelog
🆑 Wallem
add: Nuclear Operatives now have ready access to ancient cowboy
technology in the form of the Outlaw Bundle. Now you too can roll into
town on your horse.
/🆑
* Adds a cowboy bundle to the nuclear ops uplink
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Uplink Item Reputation Audit (#78852)
## About The Pull Request
This PR removes the rep requirement from a bunch of items and reduces
the requirement of two job-specific items, as a result of chatting with
@ Watermelon914 with regards to what we actually want out of reputation
locks.
Anything which had a reputation requirement of 10 mintues or below no
longer has any requirement.
The detomatix, pizza bomb, and revolver also no longer have any
requirement.
The chemical gun and PKA pressure mod have been reduced to 15 minutes.
The general thought process here is that anything which mostly affects
your ability to win a fight against _one person_ isn't such a big deal.
Largely rep locks should be for something which affects a wide amount of
the station or turn you into a threat which requires a large number of
people to engage safely (so explosives, things which give you block or
deflection, or aren't expended when you use them to fight someone).
Also bundles are fun and if they let people get items a little early via
roulette that's fine.
## Why It's Good For The Game
More options for traitors earlier in the round, in a way which
(hopefully) won't simply calcify them into a single choice or mean that
they can easily do something which gets the shuttle called after two
minutes of everyone spawning.
## Changelog
🆑
balance: The chemical gun and PKA pressure mod traitor items are now
purchasable within 15 minutes of the round starting rather than 20/30.
balance: All preset bundle kits, the cash briefcase, the makarov, the
revolver, the throwing weapon kit, c4, the detomatix cartridge, the
large EMP bomb, gorillas, advanced mimery tome, pie cannon, clown car,
His Grace, and the origami kit are now all purchasable at the start of a
round.
/🆑
* Uplink Item Reputation Audit
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Freedom Implant Feedback and Facelift (#78486)
## About The Pull Request
This aims to make the freedom implant a bit less clunky, and a bit more
responsive. No fundamental changes or buffs or anything, just some more
feedback and player-facing clarity on what this thing actually does.
Changes include:
- Freedom implants can no longer be implanted into non-carbon
(uncuffable) mobs.
- The freedom implant will no longer expend charges when used without
active restraints.
- The to_chat has been replaced with a balloon alert (displayed to the
user only, of course).
- The implant throws a balloon alert shortly after it runs out of
charges, notifying the user that it has degraded and is gone.
- The implant pad readout has been changed to provide a bit more useful
information, and provide a bit less incorrect information.
- No, seriously, what did _"Analyzes certain shadow signals in the
nervous system"_ even mean? Shadowlings??
- The uplink listing now lists the number of uses, and explains that the
implant is useful for more than just handcuffs.
## Why It's Good For The Game
I used this thing once on a nukie round and thought "oh god this needs a
facelift immediately".
Players should be able to know the basic functions of their toys without
having to consult the wiki.
## Changelog
🆑 Rhials
qol: The freedom implant has received minor feedback and other minor
usage improvements.
/🆑
* Freedom Implant Feedback and Facelift
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Adds contractor baton to traitor uplink. (#78629)
## About The Pull Request
Reduces ebow timer to 0 rep.
Adds in contractor baton, with 0 rep requirement, costing 12 TC.
## Why It's Good For The Game
Traitors need more tools to restrain crewmates without outright killing
them.
Approved by Watermelon:

## Changelog
🆑
add: Contractor baton in traitor uplink for 12 TC
balance: Ebow no longer has a reputation requirement.
/🆑
* Adds contractor baton to traitor uplink.
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request
A revival of #76508 which got closed due to it eating up genetics niche.
This PR fixess that issue by seperating the surgery into two. the normal
roundstart plastic surgery and advanced plastic surgery. both works
identically with the one exception being that the advanced one allows
the feature that the last PR tried to add. which is to allow surgery to
mimic people in photographs.
the regular one remains as-is.
The disk containing the surgery can be found in a lot of places, a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
## Why It's Good For The Game
Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of
SS13 gameplay.
This also retroactively buffs forensic scanners and records since it
really only changes your name and voice. You can change your hair all
you want but anything more than that is a trip to genetics. overall
allows for more engaging gameplay while not detracting from genetics
niche with how niche and rare it would appear in rounds.
## Changelog
🆑
add: Adds an advanced plastic surgery procedure, allowing you to imitate
people in pictures. Simply hold a picture in your offhand of the person
you wish to imitate as while conducting the surgery! Remember, it's not
foolproof, it only changes your name and voice!
adds: You can obtain the disk containing the afromentioned surgery. as a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Advanced Plastic Surgery 2.0, It's rare now.
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* seedling basic mobs (#78224)
## About The Pull Request
this is a mob that was removed from the game since years ago. this pr
refactors them and readds them to the game. seedlings now can have
different colored petals!

to obtain this monster, botany can now grow them out of 'seedling' seeds
that they can find in the exotic seeds crate. this mob loves to help all
plants and when its grown out of the seed, it will help the botanists
look after their plants. it can water plants (if it finds a bucket),
remove weeds and remove dead plants. they will also use their solarbeam
ability to provide small healing to damaged plants. it will try to
refill its bucket with water if there is a water source near by. it will
also follow the orders of whoever harvested it.

traitors can buy a seed from the uplink that grows an evil version of
the seedlings, they can command them to attack people and use abilities
and to cause chaos on the station.
## Why It's Good For The Game
refacotrs the seedlings into basic mobs
## Changelog
🆑
refactor: seedlings have been refactored into basic mobs please report
any bugs
add: seedlings now can have different colored petals and can look after
botanys plants
add: seedlings are re-added to the game! they grow out of seedling seeds
obtainable from exotic seed crates or traitor uplink
/🆑
* seedling basic mobs
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* climbing hooks for multiz planetary maps (#78340)
## About The Pull Request
https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f
allows you to climb up holes by clicking on tiles above the hole youre
on
examining the rope shows you your current binds for looking up
emergency variant can be found in internals boxes on planetary maps that
have multiz levels (2 uses)
a better one can be bought from cargo for 250 credits (5 uses)
syndies can buy a much much better one for 1TC or can be found in the
nukie base personal lockers (10 uses)
## Why It's Good For The Game
being fucked because you fell down a 1 tile hole in the dark and now
youre in a 1x1 box of snow on the middle of nowhere sucks
or falling down a hole and bam 30 watchers
or falling down a hole and now youre completely lost and might have to
weld your way into the station if youre lucky
## Changelog
🆑
add: climbing hooks that allow you to go up holes for multiz, found in
internals boxes (on planetary maps), the uplink, cargo and nukie
personal lockers
/🆑
* climbing hooks for multiz planetary maps
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Balance: Removes anti-drop implants for nukies (#78275)
## About The Pull Request
Removes anti-drop implants being available in nukie implants. Also
rebalances the cybernetic implants bundle to cost 20 TC (value of 24 TC)
since anti-drop has been removed from it.
## Why It's Good For The Game
This is one of the rare few nerf PRs where I was not the one who got
KILLED by the broken OP shit but rather the one using it. I recently
played a nukie round (after hearing that anti-drop had been added) where
I took modsuit shield, dsword, and anti-drop. I got separated from my
team and then proceeded to solo murderbone half the fucking station,
resist MULTIPLE disarms that would have otherwise been successful, get
the disk alone, and nuke. I only had to stop to heal _once_ and honestly
I probably would have been fine if I didn't.
Anti-drop dsword is _insanely_ powerful. Shielded dsword nukies were
already strong enough but were at least somewhat balanced insofar as
there were several ways you could still reliably disarm them and
therefore open them up to more attacks. But now (after
https://github.com/tgstation/tgstation/pull/77330 which added the
anti-drop implants to nukie uplink) you can have shielded anti-drop
dsword nukies. Add stims and some explosives to deal with any static
fortifications the crew might make (like firelock crush relays), and
with a semi-robust player you essentially have a murderbone machine who
can't be killed by any regularly accessible crew counters short of point
blank suicide bombing. We should not have a default nukie loadout that
can only be reliably, regularly countered by a fucking bomb. Especially
since the crew's main easily accessible ballistic is now being nerfed as
well. (https://github.com/tgstation/tgstation/pull/78235)
EDIT: I'd also like to point out that we already don't allow hulks to
use dswords for many of the same reasons.
## Changelog
🆑
balance: removed anti-drop implants from the nuclear operative uplink
balance: removed anti-drop implant from the nukie implants bundle and
changed its cost to 20 TC
/🆑
* Balance: Removes anti-drop implants for nukies
---------
Co-authored-by: JupiterJaeden <48777952+JupiterJaeden@users.noreply.github.com>
* Adds the medbeam module which replaces the Nukie Medgun (#77897)
## About The Pull Request
Adds the Medbeam module, essentially works the same way as the implant
version does where it pops into your hand. Replaces the handheld version
with the modsuit one in the nuclear uplink
## Why It's Good For The Game
Ever since modsuits were added I've wanted to see this become a module
of its own, that and the medbeam itself doesn't see much use in most
nukies rounds. As the borg gets that plus the nanities with nodrop, this
might give it a teeny bit more use cases as now the operatives won't
have to worry about dropping it in the middle of a firefight.
## Changelog
🆑
add: Adds the medbeam module for nukies, don't cross the damn beams.
(Also removes the handheld one from the uplink)
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds the medbeam module which replaces the Nukie Medgun
---------
Co-authored-by: DaydreamIQ <62606051+DaydreamIQ@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds a syndicate AI card for nuke ops (#76546)
## About The Pull Request
Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll like normal reinforcements.
## Why It's Good For The Game
> Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll.
It'll be fun to have a lil modsuit pal with you who can maybe help if
you get stunned, in critical condition, or else. With an injector module
they can even save your life, if it's loaded with medicine! Unless they
can't actually inject, but oh well, out of scope.
12 TC seems fair to me, not so expensive that nobody's going to bother
with something that's not really useful in the vast majority of
circumstances, but not so cheap that everyone will get one.
There are also doubtless a huge amount of gimmicks that savvy nukies can
get up to, having a pocket AI.
**Since this needs two players to be fully tested, I wasn't able to do
so. Please testmerge this before merging so we can confirm it works
ingame!**
## Changelog
🆑
add: Adds a syndicate AI card for nuke ops. Costs 12 TC, can be
refunded. Activating it in-hand opens up a ghost poll like normal
reinforcements. Base interaction range for syndicate AIs is one, which
means they can handle electronics only in proximity.
add: Adds a syndicate AI interaction range upgrade for nuke ops, costs 4
TC and can be applied onto a syndicate AI (inside any container) to
increase its interaction range by two per. (Three purchases are
recommended for seven tiles of range!)
/🆑
* Adds a syndicate AI card for nuke ops
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* [NO GBP] Makes sure that ops buying the CQC Equipment Case actually get the case, not just the CQC book (#77922)
## About The Pull Request
The CQC entry in the nuclear operative uplink was incorrectly only
giving the op the book. This fixes this.
## Why It's Good For The Game
Please use the issue tracker for reporting bugs, I beg you!
## Changelog
🆑
fix: Ops wanting to get the CQC kit will actually get given the kit, and
not just the CQC book.
/🆑
* [NO GBP] Makes sure that ops buying the CQC Equipment Case actually get the case, not just the CQC book
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation (#77860)
## About The Pull Request
Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's
trivial to set up a contraption using a conveyor belt and a shocked
grille to continuously shock monkey bodies. While this is very funny, it
also serves as a ghetto powersink that's hard to locate, easy to
replicate, and lasts effectively forever, since you can just keep
shocking the same bodies over and over again.
This doesn't completely remove the ability to make these, but it makes
them require at least a little maintenance and provides a way for them
to stop working even if the crew isn't able to locate them.
In an attempt to finally get people using the _actual_ powersink,
they'll show up a bit earlier in progression now. I'm not convinced 20
minutes is enough, but I don't want to put them in early enough that it
fucks with Engineering's ability to set things up at round start. We can
turn this down further if need be.
I'm also up for turning the TC requirement down, but 11 feels about
right for what they're supposed to do, so I'd prefer we try this first
and see how that works.
## Why It's Good For The Game
I'm all for goofy weird shit players have found, but there's an issue
with being able to do what an antag item is supposed to do but just
plain better. This shouldn't make creating these impossible or make them
unusable, but it'll require players to actively monitor them if they
want it to run for an extended period.
Additionally, we don't really see powersinks much anymore, and while
that might be more because powernets are kind of buggy and unreliable, I
think making them easier to get will make them show up a little more.
## Changelog
🆑 Vekter
balance: Grilles will now take 0-1 damage every time they shock
something.
balance: Powersinks are now available earlier in traitor progression.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixed uplink discount stocks affecting normal uplink item stocks (#77289)
## About The Pull Request
If an uplink item was discounted and purchased, it would prevent
purchase of the normal-priced uplink item, which is supposed to be
infinitely buyable. This fixes that
Closes#73560
## Why It's Good For The Game
Fixes an oversight in the uplink stock system.
## Changelog
🆑
fix: Fixed being unable to purchase regular-priced uplink items if you
bought the discounted variant of it.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixed uplink discount stocks affecting normal uplink item stocks
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* New traitor item: Polarized Contacts (#76752)
## About The Pull Request
Adds a new simple but sweet traitor item for 3 tc, polarized contacts.
Use them in hand to upgrade your eyes to have +tier 2 flash resistance.
Single use.
Now if you have welder protection of 2 or higher, and someone checks
your eyes with a flashlight, your pupils to not dilate. This is
potentially possible non-antagonistically through the use of upgraded
robotic eyes.
## Why It's Good For The Game
The idea behind this change is to allow traitors some counterplay
against revolutionaries and security. If a traitor thinks they are about
to go into combat with people with flashes, they will be rewarded for
preparing. It also fills a similar role as no-slip shoes as being a low
cost but always nice to have passive item, which I don't think we have
enough of.
Its arguable that this should only be worth 2 tc to be on-par with
noslips, or that it should be more because flash protection is more
valuable.
## Changelog
🆑 itseasytosee
add: A new traitor item has been added, Polarized Contacts!
/🆑
---------
Co-authored-by: Sealed101 <cool.bullseye@ yandex.ru>
* New traitor item: Polarized Contacts
---------
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@ yandex.ru>
* Makes traitor items available to Coroner & Chief Engineer (#76519)
Coroners can now purchase the Evil MMI and Brainwashing Surgery Chip.
Chief Engineers can now purchase the Deployable Sentry.
Also I removed a duplicate definition of the noslip modsuit module,
because it was pointless.
* Makes traitor items available to Coroner & Chief Engineer
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fixes and adds an element for TC reimbursement. (#75816)
## About The Pull Request
Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
Turned TC reimbursement into a bespoke element.
Tuned demon's blood message when there's no ghosts to pick to be a
little more understandable and sensible.
## Why It's Good For The Game
> Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
This bug was, to my knowledge, introduced with bubby traitors when
uplinks were turned into components, as the code no longer supported it
due to what I presume to be an oversight, since there's plenty of
references to it ingame still.
> Turned TC reimbursement into a bespoke element.
Seemed like the best way of doing this. Since for some godforsaken
reason attackby() is one-way only (no attackto() ), the uplink component
sends a signal to any item hit with it instead.
## Changelog
🆑
fix: Fixed being unable to reimburse syndicate spawners via uplinks.
This includes nukie reinforcements, cyborgs, and holoparasite injectors.
refactor: Turned TC reimbursement into a bespoke element.
spellcheck: Tuned demon's blood message when there's no ghosts to pick
to be a little more understandable and sensible.
/🆑
* Fixes and adds an element for TC reimbursement.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Changes syndicate surgery duffelbags to contain advanced tools (#75846)
## About The Pull Request
Changes syndicate surgery duffelbags to contain advanced tools.
In total, they contain
- All advanced surgical tools, alongside the normal ones without an
advanced version
- Sterilizine gel
- Bone gel and surgical tape
- Roller bed
- Straight jacket, muzzle, and MMI
Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
## Why It's Good For The Game
> Changes syndicate surgery duffelbags to contain advanced tools.
> In total, they contain (...)
The only real reason to buy this item is for the increased storage space
the duffelbag gives, and I find that a little sad. Surgical tools are
plentiful, as they can either be lathed from cargo, medbay, or just
taken. A surgeon, the role that *should* thematically need this the
most, has absolutely no reason to take it. Now they do! A full set of
advanced tools is certainly something that can be considered for
purchase, especially with all the bonus items in here - which might just
allow a traitor to repair their bones if they're heavily wanted and
licking their wounds in maintenance. The TC cost has been increased to 4
to compensate.
> Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
Similar to above, but instead, the reasoning is that nukies really do
not have a lot of time to do surgery. A lot of the 20 minutes of prep
time in War is spent figuring out what you're buying with your
exorbitant amount of TC, in non-War you don't really want to delay the
mission for five minutes for surgery, and its hassle means that most
people do not really want to bother with things like nerve threading,
etc. due to the large, annoying time cost.
> The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
The former is because, well, what the hell, why didn't it have one!
Removing the loose tools gave me the space for it. The latter is just me
realizing that empty closet is weird and lame and so I gave it some
fluff contents to give it a reason to exist.
## Changelog
🆑
add: Changes syndicate surgery duffelbags to contain advanced tools,
sterilizine, surgical tape, and a roller bed.
add: Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
add: The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
/🆑
* Changes syndicate surgery duffelbags to contain advanced tools
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
New traitor item: Mail Counterfeit Devices (#75390)
## About The Pull Request
This PR will add new (antag) device, that will allow players to
counterfeit mails, putting (almost) anything they want and arming it, if
they liked to.
Upon activation this device will give you multiple choices like:
- Is it gonna be an envelope or a normal mail?
- Is it gonna be armed?
- Who is gonna be a recipient?
- If it is a non private mail, then what title it is gonna have?
Those devices can put any single normal sized item inside a mail, that
is gonna be activated upon opening if mail armed. Mail creator and other
ditalis will be shown to admins upon activation for admin purposes.
By activation i mean `attack_self` proc of an item.
Armed mail can be disarmed by using, BUT! Only owner can disarm it with
100% success rate. Other people will have 50% chance of fail, that will
activate a trap.
Those devices also have few more admin-only variations:
```
/obj/item/storage/mail_counterfeit_device/advanced
/obj/item/storage/mail_counterfeit_device/bluespace
```
They can put more items inside a mail.
### How to get those naughty devices?
- Those devices can be purchased in uplink. One device goes for one TC.
- QM and Cargo Technicians have special kits that costs 2 TC and have 6
devices.
And yeah, i also fixed issue with envelopes, they actually have 2 items
inside, but player were given only first one.
Proof of testing:

(minibomb was set to instant detonation before recording)
## Why It's Good For The Game
This PR will give a lot of new possibilities for traitors. Those mails
can be used not only as bombing tools, but also for contraband and other
purposes. Also those mails can be used for (b)admin stuff.
## Changelog
🆑
add: added a mail counterfeit device that can make custom (and also
armed) mails. Traitors have those devices in their uplinks.
add: added new kit for QM and Cargo Technicians that have multiple mail
counterfeit devices for neat price.
fix: fixed envelopes that were giving only their first item, even tho
they had two items insede.
image: added new icon for mail counterfeit device.
/🆑
---------
Co-authored-by: HWSensum <121913313+HWSensum@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Adds the Syndicate Induction Kit for Nuclear Operatives (#75055)
## About The Pull Request
Adds the Syndicate Induction Kit for Nuclear Operatives.
The kit contains the following
- One Ansem pistol
- One each of 10mm AP/HP magazines
- An energy dagger
- A syndicate bowman headset
- A nuclear PDA and agent card
- A syndicate fabric space suit and helmet, alongside a jet harness
- Combat boots, turtleneck, fingerless gloves
- The Fission Mailed book
- And the most important part, the induction implant.
The induction implant will make anyone who is implanted by it a
Syndicate Operative. This will give them the syndie faction and the nuke
op datum, alongside the usual weird name nukeops get.
The implant will NOT work on anyone who is not an antagonist in some way
or form. Normal crew members do not gain benefits from implanting, and
in fact the implant disintegrating inside gives them toxin.
It costs a total of 10 TC, for what is more or less 25 TC of gear. The
value is totally up to change, it's probably way too low.
Uplink spacesuits are randomized between all their different colored
variants! Visual only.
## Why It's Good For The Game
It's cool and rewards teamwork. Traitors can team up with nukies, and if
they choose to do so they gain some basic gear (a free gun, a space
suit, the dagger) that isn't really even close to the degree of gear
real ops get. As a downside, their name becomes an extremely obvious
nuclear operative name, meaning if they want to be stealthy they either
have to never talk or purchase a voice changer.
Being able to just obtain a whole new member of the team for so little
likely seems bonkers, but my intention is to just encourage something
that's neat and interesting ingame without hopefully being *too*
impactful and strong.
Imagine stumbling upon a heretic and inducting them into the team. Or a
changeling, or a wizard? Running around hypnoflashing people to be nuke
ops and then giving them the kit?? There's a lot of fun moments that
could arise from this, but they're balanced by the fact that, well,
nobody ever saves TC for the station.
Something I can see becoming a problem is EVERY traitor buying syndicate
encryption keys to beg for an induction kit every time war is declared.
I'm not sure if this is going to be a huge issue, but I think I'd rather
just get this ingame and see if that does turn out to be a problem. If
it does, we can just make it so that traitors can't be inducted, as the
syndicate has already hired them for something else and doesn't want to
flare inter-faction tensions.
## Changelog
🆑
add: Adds the Syndicate Induction Kit for Nuclear Operatives, which lets
them induct any willing antagonist into the nuclear operative team for
10 TC.
add: Uplink spacesuits are randomized between all their different
colored variants! Visual only.
/🆑
* Adds the Syndicate Induction Kit for Nuclear Operatives
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Minor updates to the Occupational Corruption Device (#75122)
This PR makes a few changes to the Occupational Corruption Device, the
job-specific traitor item that allows you to summon a bureaucratic error
event. Largely untouched for years, even across the change from standard
to progression traitor.
It now triggers directly from the uplink, which means no more
self-deleting remote. Now, it functions like the comms blackout/grid
check "viruses".
This, however, led me to a major problem -- No remote means there is no
longer an "Occupational Corruption Device", abandoning the pun intended
by the original author.
To remedy this, the Occupational Corruption Device is now the "Organic
Capital Disturbance virus". Different words, same stupid acronym. (The
description is a bit more direct now too).
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Deadchat Announcement Variety Pack 1 (#75140)
## About The Pull Request
Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.
**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.
This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".
Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game
Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.
Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑
* Deadchat Announcement Variety Pack 1
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* lowers costs of syndiekits to 20 TC (#74680)
## About The Pull Request
this pr makes syndiekits which are fun lootboxes that you spend most of
your TC on for when you dont really have a plan of action or just wanna
cause some ruckus the default amount of TC which is 20 instead of
costing 25 TC
## Why It's Good For The Game
i think that if you are planning or want to buy a syndiekit you do not
want to actually engage with secondary objectives and prog traitor,
getting a box of themed toys and then using them to do your primary
objectives should just be an option for traitors who are willing to
either wait it out and trying to mess around without buying stuff, or
who just want to do whatever objectives they can to speed it up, without
having to make sure that the objectives will specifically be TC
positive.
it made some sense when i originally put them back in because we did not
have primary objectives back in the game
## Changelog
🆑
balance: syndiekits cost 20 TC instead of 25 TC
/🆑
* lowers costs of syndiekits to 20 TC
---------
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>