* Fixes being able to hack a comms console if it gets depowered or broken mid hack (#68048)
Fixes hacking consoles after they're unpowered
* Fixes being able to hack a comms console if it gets depowered or broken mid hack
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* ash ritual magic
* oops
* recommended changes and fixes
* there
* ashwalker only
* refactor
* there
* the curse needs work
* there, curse is good
* componentify the elements
* adds new rituals and some qol
* fix a small issue
* Fixes the MODsuit-related screenshot tests
* Fixes eye sprites not refreshing properly when they're meant to
* Fixed outfits calling too many update procs and pre/post_equip twice because of some silly code
* Fixes glass golems not being transparent
* Fixed the map compilation errors
* Added the screenshot for the vox primalis
* Updates the colors of the moth bodyparts to be easier to work with (making them whiter)
* Fixes the antag icon for blood brothers
* Fixes nightmares looking stupid in their antag icon and also failing the screenshot test
* Fixes the humanoid screenshot
* Updated the blood brother icon with the new colors for moths (because ours are greyscaled)
* Updates some of the randomization stuff for moths, making it possibly functional again
* Cleans up our moth species override a bit
* Updates the screenshot_humanoids test to allow for better control over the screenshots
* Updated the lizard, ashwalker and silverscale screenshots
* I totally didn't forget the .dm
* Moved the set_species before the prepare_human_for_preview()
* The moth's fixed, by the way! In the prefs menu too!
* The xenos are fixed too!
* Pink felinids, how 'bout that?
* Fixed the mush people (so they actually look like the icon that was there already!)
* Snails are fixed too, splitting the .dmi edit in a different commit
* Added https://github.com/tgstation/tgstation/pull/68013 early
* Revert "Fixed the map compilation errors"
This reverts commit b7db0a1f507ed3721d88883338508c058ffb7804.
* Okay just Icebox this time
* Podpeople hair still is broken :(
* Turns out they weren't getting their snouts and frills properly... Now they do!
* Possibly fixes that issue with Tram making compile maps fail
* Fixes an ert bounty hunter's outfit, and the bounty hunter ID in general (#67955)
Fixes an ert bounty hunter's outfit, and the bounty hunter ID
* Fixes an ert bounty hunter's outfit, and the bounty hunter ID in general
Co-authored-by: Profakos <profakos@gmail.com>
* Fixes several spelling mistakes in ash lore (#67952)
In several cases, the Nightwatcher has been called Nightwater. This PR fixes that.
* Fixes several spelling mistakes in ash lore
Co-authored-by: Profakos <profakos@gmail.com>
* Fixes supermatter cascade final objective rolling when the engine has already exploded (#67665)
Adds a check so that if there are no var/obj/machinery/power/supermatter_crystal/engine on the station. Testing was a bit hard because I didn't know how to test any of it with admin tools, so it involved a lot of running around doing objectives on local until I got a final objective. I'm pretty sure this PR works correctly.
* Fixes supermatter cascade final objective rolling when the engine has already exploded
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Reduces starting progtot TC to /tg/ baseline 20 and tweaks final objective costs down again.
* Makes default TC define consistent with uplink initialize changes.
* Fixes wizard's spellbook becoming inaccessible (#67844)
Wizard spellbooks have a mechanic that binds the book to their first user, so other people can't use it. However, it binds the spellbook to the wizard's body, not their mind. This makes it so the spellbook is inaccessible to the wizard after becoming a lich or mindswapping, which doesn't seem to be intended. The PR just makes the spellbook check for the mind, not the body, to fix this. Fixes#64927 and #56216
* Fixes wizard's spellbook becoming inaccessible
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations (#67538)
Hacking the command console and winning revs no longer adds midround threat. Instead, it'll force a heavy ruleset to spawn, and barring that, will spawn a dangerous random event.
Not really tested, you know how it is with stuff like this.
This change will slightly decrease the total number of midrounds in the round.
Why It's Good For The Game
Before D2022P1, midround threat effectively did not work. Adding midround threat did not guarantee anything would actually happen, whether that be the "obsessed spawn and doesn't do anything" kind of nothing happens, or the "absolutely no ruleset spawns" literally kind of nothing happens.
Sometimes, though, it might have! This PR makes that a guarantee.
After D2022P1, midround threat works and is also extremely dangerous in the quantities that are being added. 15 threat means 2-3 extra midround antagonists are spawned, and this late into the round are often going to force heavy rulesets anyway, but at a disproportionate cost.
Furthermore, adding midround threat decreases the time it takes for the next midround, as midround rolls are rolled equidistantly from one another. It is possible, for instance, for a midround ruleset to run, and then another to run seconds later as the distance changes.
This keeps things direct--the crew gets a disadvantage, but is not completely overwhelmed by several antagonists disproportionately.
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [NO GBP] Locate weakpoint hotfixes (#67386)
Fixed locate weakpoint do_after being 3 seconds instead of intended 30. Also you can no longer roll locate weakpoint until you get at least 20 minutes of progression via objectives - these two were commented out for testing reasons and I just forgot to uncomment them.
Also moves station_weakpoints from SStraitor to the objectives themselves.
* [NO GBP] Locate weakpoint hotfixes
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes some heretic focus funk (#67675)
I fixed this before the last PR was merged, but completely forgot to push the changes. oops
Heretic focus element adds the focus trait on attach if it's equipped on a mob.
Also, I forgot about furious steel when it came to focuses being removed.
Furious Steel now deletes the blades if you try to activate it or shoot it out after removing your focus, instead of keeping them around forever.
(In the future furious steel should listen for the trait being added or removed. I'll do it after the proc holder pr)
* Fixes some heretic focus funk
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes gravity generator being overridable/overloadable by malf AI (#67795)
Fixes#67690
AI could use it's overload or override ability/s to near instantly permanently remove the gravity generator from the round.
* Fixes gravity generator being overridable/overloadable by malf AI
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Make scientist outfit in antag icons consistent (#67746)
Fixes an inconsistency where the antag icon would sometimes generate differently.
* Make scientist outfit in antag icons consistent
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* 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>
* DISABLE_NON_OBSJOBS now only toggled if nuke actually blows up the station (#67660)
job fix
* DISABLE_NON_OBSJOBS now only toggled if nuke actually blows up the station
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fixes warp whistle's cooldown (#67671)
* When I refactored Warp whistle, I vividly remember removing ``whistle.whistler = null`` in the tornado's Destroy, because I thought the warp whistle itself deals with it, but I was entirely wrong. This reference to whistler remained, and made it impossible to re-use the whistle after the first time.
* Additionally, because the whistle can't be used while there was already a whistler, which is only cleared after the tornado is destroyed (which is 10 seconds, compared to warp whistle's 4 second cooldown), I removed the warp whistle cooldown entirely, only checking if the warp whistle no longer has a whistler- so the tornado is destroyed.
* Because of this new cooldown timer, I brought down the duration of the tornado's existence (and therefore the cooldown) down to 8 seconds.
* Fixes warp whistle's cooldown
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes skip time button on the steal objective (#67637)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes skip time button on the steal objective
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reduces the point reduction on traitor objectives significantly (#67385)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Reduces the point reduction on traitor objectives significantly
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes all access fan requiring more IDs that possibly available (#67526)
* Fixes#67524
* a
* Update code/modules/antagonists/thief/thief_objectives.dm
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Fixes all access fan requiring more IDs that possibly available
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Ensures cinematics really go away when they're done. (#67332)
* Ensures cinematics really go away in all scenarios
* Ensures cinematics really go away when they're done.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Minor buffs for Heretic focuses / equipment and the Void Cloak. (#67263)
* Heretic focus changes, turns it into an Element
* Buffs Void cloak, letting it hold more and hold more kinds of items
* Makes eldritch potions small sized (before: normal)
* Adds more explanations to some descriptions.
* Minor buffs for Heretic focuses / equipment and the Void Cloak.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors warp whistle (#67064)
* Refactors warp whistle
Warp whistle is now a status effect that walks towards you.
If it hits the person that summoned it, it picks them up, and teleports them once it flies away.
The person then falls from the sky onto their destination.
This prevents Wizards from using the spell then just walking away, because now if they aren't in range, they won't get picked up.
It also means there's no weird code about godmode and stuff, like there used to have. *shiver.
Repathed the item and tornado effect it spawns, over just prefs.
* now goes through walls
* maybe helps with hard dels
* I forgot to add this for hard del too
* i forgot an early return after qdel
* nova's suggestion but not committed by him so he doesnt get co-author
* Warp whistle no longer on Destroy()
* adds incapacitated trait so you don't unbuckle
* Refactors warp whistle
* Fixes the one instance where the warp whistle was used in our modular files
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 3(or 4) new traitor objectives (#67287)
This PR introduces 3 new kind of traitor objectives:
Eyesnatcher objective, you'll need to remove your victim's eyes by any means. You will be given a device that you can use to pull out someone's eyes after 3 5 second delays. This would be quite loud and painful to the victim, so make sure you got them restrained or knocked out.
"Public" Sleeper protocol - this is a high progression(30+ minutes) objective. It's basically Sleeper Protocol, but availible for everyone instead of only med personnel.
Locate Structural Weakpoint - a high progression(45+ minutes) objectives that can be only completed once. You will recieve a device that you'll need to use in 2 different (somewhat secure) areas in order to triangulate the structural weakpoint of the station, you'll need to stay in the area for 30 seconds and station AI will be alerted about your attempt. After triangulating it, you will be given a location-locked explosive which will also create from 5 to 8 minor explosions in a 17-25 tile area.
Kidnap personnel - Basically old contractor kidnap. Down someone, get them to the extraction location, call in a pod, stuff them into it and send it back. Additional TCs if you bring them alive.
* 3(or 4) new traitor objectives
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* fixes darkened blades saying they only need 1 silver to make (#67306)
* Minor spellcheck fix to darkened blade's heretic focus saying you need 1 silver bar, when you need 2.
* fixes darkened blades saying they only need 1 silver to make
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
* Continues removing unnecessary species names of bodyparts in visible messages (#67254)
* removes some more unnecessary species mentions from bodypart messages
* Continues removing unnecessary species names of bodyparts in visible messages
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes most eye color effects not working (#67127)
* Fixes most eye color effects not working, adds eye refreshing to species' handle_body.
* Fixes most eye color effects not working
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Adds a teeny bit of sanity to the Heretic Lionhunter Rifle (#67277)
Ads a teeny bit of sanity to the lionhunter rifle
* Adds a teeny bit of sanity to the Heretic Lionhunter Rifle
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>