Commit Graph

290 Commits

Author SHA1 Message Date
SkyratBot
c1a4644276 [MIRROR] Fixes a runtime when inflicting a blunt wound on an armless human [MDB IGNORE] (#14594)
* Fixes a runtime when inflicting a blunt wound on an armless human (#68030)

fixes a runtime when inflicting a blunt wound on an armless human

* Fixes a runtime when inflicting a blunt wound on an armless human

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-06-28 17:23:08 +01:00
Higgin
ac3d1993d6 Fixes stasis removing numbing and adds pre-surgery warning. (#14222)
* Fixes stasis removing numbing and adds a little warning if you're about to work on somebody who isn't numb.

* Update code/datums/components/surgery_initiator.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update code/datums/components/surgery_initiator.dm

Moves the balloon alert over the actual target.

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2022-06-13 06:41:34 -07:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
8d7e8a76fa [MIRROR] Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too. [MDB IGNORE] (#14245)
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too.  (#67597)

* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-06-11 12:22:56 +01:00
SkyratBot
f85019ebf4 [MIRROR] Fixes jitteriness stacking up to insane amounts while dead [MDB IGNORE] (#14182)
* Fixes jitteriness stacking up to insane amounts while dead (#67567)

* Jitter effect doesn't apply to dead people

* in apply, instead of create

* Fixes jitteriness stacking up to insane amounts while dead

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-06-08 03:18:18 +01:00
SkyratBot
9eb9e389ef [MIRROR] Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation [MDB IGNORE] (#14048)
* Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation (#67403)

* Fixes the stasis ripple not playing and the slow stasis bed lying down animation

* Actually makes the ripple start after the lying down animation is over

* Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-06-02 03:31:29 +01:00
SkyratBot
14aff14f93 [MIRROR] [NO GBP]Fixes stopping, dropping and rolling not extinguishing your clothing [MDB IGNORE] (#13849)
* [NO GBP]Fixes stopping, dropping and rolling not extinguishing your clothing (#67096)

* Resisting out of fire now makes your clothes stop being on fire, too.

* [NO GBP]Fixes stopping, dropping and rolling not extinguishing your clothing

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-24 00:28:10 -04:00
SkyratBot
01a6ade18c [MIRROR] Change healing by sleeping to be affected by sanity, darkness (or blindfold), and earmuffs. [MDB IGNORE] (#13758)
* Change healing by sleeping to be affected by sanity, darkness (or blindfold), and earmuffs. (#65713)

About The Pull Request

Depending on the mob's sanity level, it can have a positive or negative boost to healing effects while sleeping. Sleeping in darkness, wearing a blindfold, and using earmuffs also counts as a healing bonus. Beauty sleep is very important for 2D spessmen.
Why It's Good For The Game

This is a small gameplay change that rewards players for keeping their sanity at good levels. Also depression has also been linked with impeding wound healing in real life. The placebo effect on peoples minds is strenuously documented and I think it would be cool to see it in the game.
Changelog

cl
expansion: Healing by sleeping is now affected by sanity, sleeping in darkness (or using a blindfold), and using earmuffs. The healing from sleeping in a bed was slightly decreased.
/cl

* Change healing by sleeping to be affected by sanity, darkness (or blindfold), and earmuffs.

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-05-20 13:34:33 +01:00
SkyratBot
d6d593adc3 [MIRROR] Change drunk blur effect to scale based on intoxication [MDB IGNORE] (#13648)
* Change drunk blur effect to scale by intoxication (#66961)

* Change drunk blur effect to scale based on intoxication

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-05-16 19:57:24 -07:00
SkyratBot
0093bf91cd [MIRROR] Fixes multiple orbiting blades being used at once [MDB IGNORE] (#13597)
* Fixes multiple orbiting blades being used at once (#66817)

Multiple orbiting blades will no longer be used to protect you from the same attack in case you have multiple instances of the status effect

* Fixes multiple orbiting blades being used at once

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-13 23:20:14 -07:00
SkyratBot
7a820e2a40 [MIRROR] fixes dizziness causing hard crashes [MDB IGNORE] (#13547)
* fixes dizziness causing hard crashes (#66861)

this pr fixes dizziness causing hardcrashes and sending your view 50 tiles in both x and y

* fixes dizziness causing hard crashes

Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
2022-05-12 02:54:57 +01:00
SkyratBot
133b753507 [MIRROR] Converts jittering to status effect, striking yet another mob level status value [MDB IGNORE] (#13534)
* Converts jittering to status effect, striking yet another mob level status value

* mmkay

* weh

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:59:42 +01:00
SkyratBot
4bc9446f21 [MIRROR] Fixes "high blood pressure" status effect, and corrects the spelling of "opioid" (fixing another bug) [MDB IGNORE] (#13532)
* Fixes "high blood pressure" status effect, and corrects the spelling of "opioid" (fixing another bug) (#66849)

Status effects that are intended to be added, are actually added.
Opioid is now spelled correctly, consistently.

This actually caused a bug: Opioid end_withdrawal was never called because it's path was spelled correctly and the others weren't.

* Fixes "high blood pressure" status effect, and corrects the spelling of "opioid" (fixing another bug)

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:52:11 +01:00
SkyratBot
3e4bad8694 [MIRROR] Confusion status effect is now duration based instead of magic number based [MDB IGNORE] (#13496)
* Confusion status effect is now duration based instead of magic number based

* e

* Update tgstation.dme

* Update contract.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 01:52:39 +01:00
SkyratBot
0228180861 [MIRROR] Removes "strandling" status effect from a bunch of random places / refactors it [MDB IGNORE] (#13480)
* Removes "strandling" status effect from a bunch of random places / refactors it

* Update carbon_defense.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 00:35:40 +01:00
SkyratBot
f2867a2b40 [MIRROR] Separates regenerative core and wounded alerts [MDB IGNORE] (#13471)
* Separates regenerative core and wounded alerts (#66794)

This has been bothering me for ages, it doesn't make sense for wounded and regenerative core status effects to have the same icon and in the original PR author said that he didnt put regen core into the icon instead of the skull because he didnt want wounded status effects to have the regen core as its icon, so here you go. Wounded effects still keep their skull while regen cores have proper sprites.

* Separates regenerative core and wounded alerts

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-10 01:34:18 +01:00
Useroth
4d07f3a620 Missed mirror (#13460)
* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts).  (#66340)

* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type

* this should do it?

* well, one more

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-09 15:05:42 +01:00
SkyratBot
1bc09326d0 [MIRROR] Splits eye color into two vars | Heterochromia Quirk [MDB IGNORE] (#13390)
* Splits eye color into two vars | Heterochromia Quirk

* yesyes

* eeee

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:00:12 +01:00
Useroth
cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00
SkyratBot
52b9b9d09a [MIRROR] Adds some sanity to the blade heretic's mark effect [MDB IGNORE] (#13381)
* Adds some sanity to the blade heretic's mark effect (#66572)

Blade Mark no longer allows you to throw people out of the area
If the mob ends up completely outside of the marked area, they will no longer be burdened by being locked to a room they are no longer within
Heretics can drag blade-marked mobs out of the room they're locked within
Forced movement is no longer blocked by the mark (just in case)
The mark now throws a bit further back into the area + throws gentally

Heretics can't accidentally lock their abduction target in a room
Heretics can't get owned by a bodythrow
Prevents some bugs and rare cases where people can escape the room they're locked to

Managing to escape the area of a blade heretic's mark will no longer constantly burden you as if you never left.
There should be less ways of escaping the area of a blade heretic's mark now.
Heretics can drag people marked by a blade heretic out of the area they are trapped within.
Being thrown back by a blade heretic's mark will be slightly less awkward now, and less dangerous.

* Adds some sanity to the blade heretic's mark effect

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-06 22:05:17 -07:00
SkyratBot
8545a3a3e1 [MIRROR] Eigenstasium overdose effect lines now use a strings file [MDB IGNORE] (#13380)
* Eigenstasium overdose effect lines now use a strings file (#66579)

A simple little code improvement that makes eigenstasium lines into a strings file.

Cleans up eigenstasium effect code, and also opens up the possibility to use the new strings file for much more dynamic lines.

* Eigenstasium overdose effect lines now use a strings file

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-05-06 23:55:31 +01:00
SkyratBot
4c58f81cfe [MIRROR] Nullwave Vibrato now works as intended (fix and balance) [MDB IGNORE] (#13185)
* Nullwave Vibrato now works as intended (fix and balance) (#66418)

* Nullwave Vibrato now works as intended (fix and balance)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-04-27 21:02:42 -07:00
SkyratBot
c9dd719d37 [MIRROR] Converts drugginess to status effect, striking another var processed on life() [MDB IGNORE] (#12987)
* Converts drugginess to status effect, striking another var processed on life() (#66331)

* Changes drugginess to an effect

* Missed some changes

* Removed

* Converts drugginess to status effect, striking another var processed on life()

* wew

* 0

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-22 15:52:23 +01:00
SkyratBot
6e8299cdf3 [MIRROR] Auto-docs + code improvements + splits up status_effect.dm [MDB IGNORE] (#12983)
* Auto-docs + code improvements + splits up status_effect.dm (#66362)

* Code improvements for status effects in general

* Does this for now

* Throws in a qdeleted check

* A return

* comment tweak

* Missed some ref()s

* Wrong var

* Comment clarifications

* Some more comment clarifications

* Auto-docs + code improvements + splits up status_effect.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-04-22 00:03:52 +01:00
SkyratBot
5b1d33cace [MIRROR] Adds a new heretic path: Path of the Blades [MDB IGNORE] (#12967)
* Adds a new heretic path: Path of the Blades

* wre

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-21 21:22:39 +01:00
SkyratBot
62ddd77870 [MIRROR] Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) [MDB IGNORE] (#12770)
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)

* fex

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 18:54:12 +01:00
SkyratBot
112f2e1e14 [MIRROR] Festival Sect is back in 2022! [MDB IGNORE] (#12668)
* Festival Sect is back in 2022!

* wew

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 01:28:29 +01:00
SkyratBot
4c34933a87 [MIRROR] Mansus grasp now applies cultslurring, Void path minor compensatory buff [MDB IGNORE] (#12645)
* Mansus grasp now applies cultslurring, Void path minor compensatory buff (#65440)

* Mansus grasp now applies cultslurring, Void path minor compensatory buff

Co-authored-by: KazooBard <65713506+KazooBard@users.noreply.github.com>
2022-04-09 23:20:45 +01:00
SkyratBot
e5fc664a62 [MIRROR] Adds mob bleeding overlays, tweaks some bleeding balance [MDB IGNORE] (#12341)
* Adds mob bleeding overlays, tweaks some bleeding balance

* Fixed the various merge conflicts involved with this, added update_wounds_overlay() in hopes that it just works

* Fixed our non-updated slash wounds bleeding values

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-03-28 14:11:57 -04:00
SkyratBot
dfc7e7022e [MIRROR] Allows you to offer an item to only one person with Shift+Ctrl+Click [MDB IGNORE] (#12176)
* Allows you to offer an item to only one person with Shift+Ctrl+Click (#65441)

You can click someone directly with shift+ctrl+click to offer an item only to them. This is in contrast with pressing G, which offers the item to every adjacent carbon mob.

Also fixes a runtime where the Give screen alert on a potential recipient was trying to remove itself on proximity loss after the Offering status effect had already done it.

Removes duplicate range check on Give screen alert that was causing the runtime as Offering status effect takes care of it.

Also adds a check after clicking the screen alert to take something to make sure we're not dead or incapacitated, so dead people can no longer take things.

Also adds a screentip for this functionality.

Also adds some more checks to give() to make sure we can do it before sending the message to players that we're offering something.

* Allows you to offer an item to only one person with Shift+Ctrl+Click

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-03-22 21:03:06 +00:00
SkyratBot
17e4f6ad76 [MIRROR] Converts SFX keys into DEFINES [MDB IGNORE] (#11990)
* Converts SFX keys into DEFINES

* fixes and updates

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-11 16:43:39 -07:00
SkyratBot
eeca72697f [MIRROR] Makes discoordinated a status effect [MDB IGNORE] (#11919)
* Makes discoordinated a status effect (#65278)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Makes discoordinated a status effect

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-03-06 11:45:02 -05:00
SkyratBot
d96e7b7e27 [MIRROR] Makes Ants glow, puts a min on ant screaming & shoe permeability, & other ant-related things. [MDB IGNORE] (#11821)
* Makes Ants glow, puts a minimum on ant screaming and shoe permeability, and other ant-related things. (#64786)

I found out how emissives work and my first thought was "damn ants should glow that would look sick"
So now they do.

Also, having less than 5u ants in your body will make you not scream, so 0.0001u ants will no longer have that tiny chance of making someone scream for their life.

If an ant pile has a max damage value less than 1, then they won't be able to bite through your shoes. This is the same threshold as the second tier ant icon.

Makes the giant ant a hostile mob with the neutral faction, meaning they will attack anything not in the neutral faction.

* Makes Ants glow, puts a min on ant screaming & shoe permeability, & other ant-related things.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-03-03 18:27:26 -05:00
SkyratBot
c287eb1e3c [MIRROR] Turns most alerts into defines [MDB IGNORE] (#11744)
* Turns most alerts into defines

* Update mobs.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-03 16:10:31 +00:00
SkyratBot
b8279a2b3c [MIRROR] BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks) [MDB IGNORE] (#11427)
* BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks)

* fex

* e

* Update zombieprison.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-11 02:53:01 +00:00
SkyratBot
c0624dacae [MIRROR] Fixes heretic's ash mark [MDB IGNORE] (#11374)
* Fixes heretic's ash mark (#64699)

Fixes #63605, meaning ash mark now does 50 stam and 25 burn damage on the first hit, decreasing by 10 stam and 5 burn with each hit, down to a minimum of 10 stam and 5 burn from the 5th hit onwards.

Also makes the bounce target of the mark random, preventing it from getting stuck bouncing between the same two players forever.

* Fixes heretic's ash mark

Co-authored-by: GoblinBackwards <kinggreenyoshi@gmail.com>
2022-02-08 17:45:28 +00:00
SkyratBot
26de81a8c1 [MIRROR] Removes useless status effect path defines. [MDB IGNORE] (#11143)
* Removes useless status effect path defines.

* Removes useless status effect path defines.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:13 +00:00
Higgin
c43a985049 Fixes stasis not working if not already applied. (#10830) 2022-01-20 03:24:29 +00:00
SkyratBot
c4c39d70a3 [MIRROR] Removes IAA & IAA pinpointer code improvement [MDB IGNORE] (#10659)
* Removes IAA & IAA pinpointer code improvement (#64008)

Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.

* Removes IAA & IAA pinpointer code improvement

* Removes IAA & IAA pinpointer code improvement

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-15 22:18:46 +00:00
Alex
acbc36044f fix stasis table (#10627) 2022-01-12 15:12:40 +00:00
SkyratBot
476b340b13 [MIRROR] Fixes eigenstasium teleporting undroppable items [MDB IGNORE] (#10487)
* Fixes eigenstasium teleporting undroppable items (#63708)

max_loop is used in the case where there are more than 10 objects in a mob's contents, so that it isn't looping through a needlessly large amount of items

* Fixes eigenstasium teleporting undroppable items

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-01-07 11:42:37 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
Higgin
9122e54e5b Stasis now preserves numbing and extends unconsciousness as sleeping while under. (#10088)
Mood penalties for varying levels of surgery anesthesia.

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 03:58:34 +00:00
SkyratBot
0869df2e34 [MIRROR] You no longer spasm if you're not conscious to do it [MDB IGNORE] (#10172)
* You no longer spasm if you're not conscious to do it (#63514)

Fixes an old problem where spasms would continue even while you're unconscious/hard crit/dead. This leaves out soft crit because I thought it would be funny enough to keep.
Also tries to bring the code up to date.

* You no longer spasm if you're not conscious to do it

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-12-23 03:09:22 +00:00
SkyratBot
94c42253b2 [MIRROR] Felinids don't like getting sprayed with water. [MDB IGNORE] (#9399)
* Felinids don't like getting sprayed with water. (#59506)

This PR is an ode to @ Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request

Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.

Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.

PR with permission from @ ninjanomnom
Why It's Good For The Game

Light-hearted fun and a bit of flavour to felinids.
Changelog

cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl

* Felinids don't like getting sprayed with water.

* Yes

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-11 19:09:20 -05:00
SkyratBot
cad2ac7888 [MIRROR] Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL [MDB IGNORE] (#9327)
* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL (#62496)

* Protects ghosts, bypasses vents & pipes

* hard crit oops

* stops screaming unconcious people

* fixes a copy-paste error

* fixes planes

* *unconcious* people won't get messages.

* I am begging for this to be right

* I hate that it took me 30 seconds to realize

* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2021-11-09 08:21:35 -05:00
SkyratBot
5d5428ed6d [MIRROR] Add healing aura component [MDB IGNORE] (#9303)
* Add healing aura component (#62526)

* Add healing aura component

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-08 06:45:41 -05:00
SkyratBot
f193b48051 [MIRROR] fixes penetrator rounds phasing through vehicles [MDB IGNORE] (#8657)
* fixes penetrator rounds phasing through vehicles (#61907)

When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.

Additionally this flag has been added to the heretic's phasing ability.

* fixes penetrator rounds phasing through vehicles

Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-07 13:26:48 +01:00
SkyratBot
8c8af2064d [MIRROR] Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs. [MDB IGNORE] (#8471)
* Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs. (#61532)

* doggy dog world

* space begone

* suggestions from review

* removes frog related oopsie

* indent fix

* Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-09-29 02:16:03 +01:00
SkyratBot
ec84d03d09 [MIRROR] FAMILIES 4.0: "fuck it, MRP only this time" (#8420)
* FAMILIES 4.0: "fuck it, MRP only this time"

* F

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-28 00:08:13 +01:00