Commit Graph

342 Commits

Author SHA1 Message Date
necromanceranne
2e8fb95882 The strongarm set bonus no longer requires a specific biotype to function (#89884)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/89860

## Why It's Good For The Game

I didn't realize this was a variable. The intent was for this to be used
by anyone able to have the implants.
2025-03-12 17:18:45 -04:00
SmArtKar
6c43267e95 Fixes most mining mobs being unaffected by additional damage against them (#89682)
## About The Pull Request

#89619 introduced a MOB_MINING biotype which allows us to get rid of
jank that the ismining() macro was. This fixes soulscythes, cursed
katanas, mining bombs, strongarm implants and junk hunter bullets not
getting their buffs against a good chunk of mining fauna.

Closes #89597

## Why It's Good For The Game

You'd expect items explicitly designed against fauna to actually fare
well against it.

## Changelog
🆑
fix: Fixed most mining mobs being unaffected by additional damage
against them
/🆑
2025-03-12 17:13:53 -04:00
Hatterhat
4b5f24da4a Spaceman Beatdown - a small tweak to punching people (#89721)
## About The Pull Request
Brains now prioritize using one's arms if you're beating on someone you
have grappled.

Arms now have a 1.5x "pummeling multiplier" that applies to limb
accuracy and damage (rounding down), which brings their damage profiles
more in-line with legs (when they're being used to kick people) so as to
retain the effectiveness of unarmed attacks against horizontal spacemen
while grappling them.

## Why It's Good For The Game
I thought it was kind of silly that you used your legs to kick people
who are down even if you're holding them on the floor to beat them to
death, so I thought about making it prioritize arms. And then I thought
"but then we're kind of nerfing grabs in a punching-based 1v1 scenario
because then you're just punching them and not using your legs to beat
them to death", so I thought to alleviate this by introducing a pummel
multiplier.

*However*, at time of writing, this does apply to any punching attack
when used against someone who's grabbed, so if you're punching a guy who
your buddy has grabbed, your arms are doing kick-tier damage. This could
probably be alleviated by making this boon only benefit the attacker if
they are also the guy grabbing the other guy, but then again, if you're
getting grabbed in a fistfight, you probably weren't making it out
alive.

## Changelog

🆑
balance: Spacemen (e.g. you, the reader) grappling a target now
prioritize using their bare hands to beat their target to death if
they're grappled, instead of contorting in weird ways to kick them
(also, presumably, to death).
balance: Spacemen have learned to Punch Good(er) against grappled
targets, leading to kick-tier damage against standing grappled targets -
even if they're not doing the grappling.
balance: Strong-Arm implant users also benefit from the training of
punching grappled people as well - as a treat, horizontal targets slam
into the ground and break tiling for no additional damage, but a very
visible sign of "oh god someone got pasted here".
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-03-12 17:13:52 -04:00
Lucy
cc84b24f17 Various telepathic/remote messages are now labeled as "radio" chat messages (#89678)
## About The Pull Request

This explicitly specifies `type = MESSAGE_TYPE_RADIO` in `to_chat` for
various methods of communication (blood cult communion, abductor
telepathy, xeno hivemind, golem resonator, blob telepathy, changeling
hivemind, and binary chat), so that they will always be considered under
the "Radio" category by tgchat.

Also added `avoid_highlighting` to some, so they won't highlight your
own messages.

## Why It's Good For The Game

Makes going thru older messages find things that I accidentally missed
much easier.

## Changelog
🆑
qol: Messages from blood cult communion, abductor telepathy, xeno
hivemind, golem resonator, blob telepathy, changeling hivemind, and
binary chat are now considered "radio" messages by the chat, so they can
properly be sorted via chat tabs.
qol: Your own messages in blood cult communion,
abductor/xenomorph/changeling hivemind, or golem telepathy will no
longer be highlighted in chat (to prevent highlight spam whenever you
talk if you highlight your own name, mainly)
/🆑
2025-03-12 17:11:02 -04:00
SmArtKar
4e4f5f248c Breaks up mining loot into multiple files, refactors the hierophant club (#89751)
Splits up tendril_loot.dm and megafauna_loot.dm (both over a thousand
lines long) into group/item specific files, and megafauna-specific files
respectively. Also pulls a few loot items scattered around the codebase
into those files as well.

Additionally while doing so I've cleaned up the code for some of them,
and rewrote the hierophant club's code because it was abominable and a
potential source of harddels.

Its absolutely unnavigateable.

🆑
code: Split and cleaned up mining loot's code
refactor: Refactored the hierophant club.
fix: Hierophant club's beacon no longer can go missing (until you try
using it)
/🆑
2025-03-12 17:03:37 -04:00
SmArtKar
589cf0a904 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-12 16:53:44 -04:00
SmArtKar
365b4698a3 Fixes anomalock heart cheese (#89681)
## About The Pull Request

Closes #89628
Closes #89627
This actually could cause the owner to lose their legitimately acquired
tenacity trauma which is pretty funny

## Changelog
🆑
fix: You can no longer activate anomalock heart's voltaic
overdrive/tenacity trauma by pulling off some surgery shenanigans
fix: You no longer lose tenacity trauma gained via lobotomy after losing
voltaic override
/🆑
2025-03-12 16:47:57 -04:00
EOBGames
5591eee46b Bitesize Common Core: Spinwarder Language (#89612)
## About The Pull Request
Adds the Spinwarder language, and grants it to Space Russians (including
the mobs, Fugitive Hunters, and the BODA machine).

![image](https://github.com/user-attachments/assets/82dfe500-d48f-4acf-a3c3-aa6131c42b3a)

<details>
  <summary>Lore Be Here, Abandon All Hope</summary>
  
**Spinwarder Russian**, also known simply as **Spinwarder**, was the
official language of the Third Soviet Union, and following the collapse
of that state, has remained the primary spoken language in its former
lands, including the Spinward Stellar Coalition, which is the closest
stellar governing body to SS13. This means its the language spoken by
your average Space Russian who you might find nearby to the station;
it's also the language used by devices made in and around the former
Third Soviet Union.

As an additional tidbit, the icon for the language:

![image](https://github.com/user-attachments/assets/89e8d898-beb9-408d-8f6d-c43f9b105bd4)
is the state flag of the SSC.
  
</details>
2025-03-12 16:46:52 -04:00
SmArtKar
f23e3fd2f9 [NO GBP] Fixes scar overlays on eyes going out of sprite bounds (#89609)
## About The Pull Request

Forgot about this flag and couldn't bother fixing it for a while.

## Changelog
🆑
fix: Fixed scar overlays on eyes going out of sprite bounds
/🆑
2025-03-12 16:43:05 -04:00
Time-Green
52d2250fa2 The Organ Tree | New Exotic Seed (#89310)
## About The Pull Request
99% of all code was stolen completely from @MrMelbert, like I spent more
time waiting for the plant to grow for the video than actually
contributing to this

Adds a new tree mutation to the shrub (from exo crate)
It has a High Complexity Gene, which halves the harvest and blocks
pollination benefits. It produces podperson organs and limbs. Limbs are
twice as likely to drop as organs (because there's a lot more organs).
It can also drop plant meat.


https://github.com/user-attachments/assets/88bb89dd-4cd7-4bc9-ac2f-f4c67a5ea9ff

(Yes the sprite is mine please don't bully Melbert for it)

Podpeople now also have their own set of organs, which are mostly just
standard organs but colored green.

## Why It's Good For The Game
Gives us another source of organs and limbs besides the limb grower,
exosuit fab and medical protolathe. Those only produce organic and
robotic organs and limbs, but now we can also produce plant organ and
limbs! (Without committing horrible crimes). This also synergizes well
with #89306 , which makes it so plant bodyparts have actual unique
benefits (more than just a fashion statement).

## Changelog
🆑 MrMelbert, Time-Green
add: Adds an organ tree as a mutation of shrubs (from the exotic seeds
crate)! Spare organs have never been so green!
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-03-12 16:35:29 -04:00
SmArtKar
0169a7497d Cybernetic arm implants now automatically change insertion zones (#89479)
## About The Pull Request

Removes weird requirement to screwdriver arm implants to change them
into a specific configuration. Instead, they now automatically slot into
whichever zone the user has selected.

## Why It's Good For The Game

Its kinda unintuitive and a result of organs only being able to slot
into a single zone. I'm not generalizing this to organ layer because arm
implants are the only thing that does this, but if we ever get leg
enhancements it may be worth moving down into the base class.

## Changelog
🆑
qol: Cybernetic arm implants now automatically change insertion zones
without the need to screwdriver them.
/🆑
2025-03-12 16:35:27 -04:00
necromanceranne
6962cb186c Having a strongarm installed into each arm lets you pry open airlocks (#89509)
## About The Pull Request

Using the organ set bonus system, having a Strongarm implant inserted
into each of your arms lets you pry open airlocks.

## Why It's Good For The Game

People don't often like getting these, since they're out of cargo and
not terribly exciting for the effort. To incentivize getting both
installed and add a bit of a thematic advantage if you do so, they
provide the very useful benefit of door prying ~~which may or may not
get you killed by security because you won't stop opening high-security
airlocks~~.

Engineers will love it!

(Also I want to expand the set bonus stuff beyond just infusions since I
think these kinds of interactions could be quite neat)

## Changelog
🆑
balance: Having a strongarm implant installed into each arm now allows
you to pry open doors.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-03-12 16:35:27 -04:00
Time-Green
053c2f86d7 Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request
Adds the flesh reshaper! 

https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013

(The TGUI doesn't render but it's just a dropdown with valid features)

It let's you right click any human mob with visual features to change
them into a different cosmetic variant (within the same pool).

One spawns roundstart in the genetics lab

![image](https://github.com/user-attachments/assets/a578a914-0100-4a97-9ef6-7f3b82bcd115)

More can be made by researching gene engineering, including a medical
variant

![image](https://github.com/user-attachments/assets/74409f04-3162-419c-b8a9-26aa15f84b5f)
2025-03-12 16:00:07 -04:00
Majkl-J
b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Penelope Haze
d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
Penelope Haze
4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
Jacquerel
c3f3e9e9b9 Fix flaky Ethereal test (#89123) 2025-01-21 20:06:30 +01:00
Mosley
93168b5ac5 Update code/modules/surgery/organs/internal/eyes/_eyes.dm
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-01-21 00:33:00 -07:00
Mosley
9c7cf5ebaf Bubber Edits for mutant bodypart PR #2903
This is all the edits done squashed together.
2025-01-21 00:32:56 -07:00
tonty
e755854af2 Nearsighted severity sources (with unit test) + status_effect/grouped minor rework (#88591)
# About The Pull Request
## Nearsighted Sources
Nearsighted now associates/tracks severity applied by each source.
Previously, nearsighted only used a single variable which had to be
shared by every source, which caused problems for things like scarred
eyes which needed independent behaviour.

This implementation allows sources with different severity levels to
coexist without needing workarounds

There are now two different severity types for nearsightedness:
* Correctable: Can be mitigated with vision correction (like glasses)
* Absolute: Cannot be mitigated from any source, used for scarred eyes

Which can allow nearsighted sources to not be affected by vision
correction.
Also, since there is no more technical conflict between the two quirks,
I've made it so that nearsighted and scarred eye can be selected
together (as a QOL change)

There is also a new unit test for this new behaviour
(nearsighted_effect) that checks application and removal
## status_effect/grouped minor rework
Grouped status effects now have `source_added()` and `source_removed()`
procs, which are called whenever a source is added or removed from the
effect

I did this because the previous implementation was somewhat unwieldy. 
Inherited status effects would recieve the _currently existing_ effect
through merge_with_existing, and require them to modify the existing
effect's properties, which is odd and not intuitive to work with (the
proc's `src` was not the existing effect)
It not being called for every source also made users repeat code in
`on_creation()` and `merge_with_existing()` for every source added.

This new interface should prevent repetition and be generally more
intuitive to work with.

# Changelog

🆑
refactor: Nearsighted has been reworked to track severity applied from
each source, as well as allow "non-correctable" nearsightedness (for
things like scarred eyes).
qol: The above being possible now means that you can select the
Nearsighted and Scarred eye quirks together
fix: Any bug that would occur from becoming nearsighted with a scarred
eye should be fixed now
code: status_effect/grouped merging code has been improved (i hope)
/🆑
2025-01-15 14:29:38 +01:00
MrMelbert
d49e32cc98 Changes mob height from getter -> updater (#88953)
## About The Pull Request

`get_mob_height()` is called a lot a lot, and frequently ended up
over-timing when it amounted to the same value 98% of the time.
Instead we can defer it to only update when we actually change height,
or when we pick up a trait or species that changes our height.

I also moved the monkey checks out. Made it into a species procs. I know
species procs are lame but it seems fine unless we wanna tie to the
monkey's chest or limbs or something.
2025-01-14 19:06:34 +00:00
SmArtKar
4958f949f6 [NO GBP] Fixes division by zero runtimes caused by black eyes (#89042)
## About The Pull Request

Fully black eyes caused division by zero in their overlays yeah.

## Changelog
🆑
fix: Fixed division by zero runtimes caused by black eyes
/🆑
2025-01-14 15:42:29 +01:00
Bloop
6df77ad80d [MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137)

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Fixes missing felinid ear preference (#86553)

Closes #86452

🆑
fix: Fixed missing felinid ear preference
/🆑

* Spelling Fixes (#86056)

Fixes several errors to spelling, grammar, and punctuation.
Improves readability and user experience.
🆑
spellcheck: fixed a few typos
/🆑

* Fix plasmamen having all feature preferences (#86682)

Fixes #86622

Plasmamen relevant_external_organ is null, and it then checks if
relevant_external_organ is in a list containing nulls
I cleared the nulls from get_mut_organs to fix it

🆑
fix: Fixes plasmamen having all external organ species preferences
/🆑

* Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)

After the external organ removal pr, cat ears stopped being as weirdly
specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
subtype. However, this was set up in a way where the inner ears were put
on a different layer from the outer ears, leading to wonky layering.

In this pr, we revert their layers and instead apply the inner ears as
an overlay onto the base ears, fixing this.

Thank you Melbert for the idea. o7

Additionally, as this pr tripped the screenshot tests, makes the
`getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.

We do this by making it stop applying the colour after merging all the
under/overlays, and instead apply it and the parent color _before_
merging any under/overlays, while proxying the parent color as a new
parameter `parentcolor` to any new `getFlatIcon(...)` calls.

This coincidentally also fixes usage of `getFlatIcon(...)` on husked
bodies, as those also used `RESET_COLOR` for their blood overlay. The
screenshot tests had to be updated for this.

Fixes #86453.

🆑
fix: Fixed cat ears not layering properly.
fix: Husked bodies show their blood with the right colours in
photographs.
/🆑

* Automatic changelog for PR #86757 [ci skip]

* Fish infusion (#87030)

I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).

I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑

* Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Resprited tails from fish infusion. (#87298)

Back when I made #87030 I got a bit lazy when it came to spriting the
fish tails and just ported a few ones from furry servers and made them
inherit the hair color. Let me tell you, those sprites kinda look bad,
and the fact that they've the same colors of hair is kinda... fuzzy, and
doesn't sit well with me, like some hairball stuck in a cat's throat.

So I took upon myself to actually make them better (and also give gill
overlays a couple extra pixels), at the cost of some of my free time and
their wagginess, because fuuuuuck wagging animations for anything that
isn't a somewhat amorphous fluffy tail. Fish don't wag their tail.

They also get one of several blue/grey tints if the owner of the part
doesn't have a peculiar skin tone like lizards or ethereals or moffs.

Anyway, comparison time:

OLD:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

NEW:

![immagine](https://github.com/user-attachments/assets/0f8e80cd-d11f-4fd4-a919-acb7237fa927)

Both from byond screenshots but I cut and pasted them in paint instead
of asesprite because old habits die hard.

Better sprites. Perhaps the selection of blues could be improved a bit
idk.

🆑
image: resprited fish tails from fish infusion.
/🆑

* Makes the game compile, first.

* Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up)

* Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant

* Fixed an issue with the burn datum of the moth wings bodypart_overlay

* Fixing digitigrade legs not behaving as they should be

* A bunch of Insert->mob_insert and Remove->mob_remove

* Okay, now stuff gets colored properly

Also ears work properly too!

Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying.

* Properly returns ears to being internal organs

* Makes it so preferences can use relevant_mutant_bodyparts again!

* Makes organs properly update when changing species

* Markings now get removed when they don't need to be there on a limb

* Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point

* fix charging implant

* Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes

* Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again)

* Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀

* Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them

* Fixes a small mistake with spines in the code

* Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future.

* Adds a "None" option to tail_spines

* Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes

* Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers)

* This ACTUALLY fixes the changeling transform and transform sting! Hurray!

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2025-01-12 21:42:00 -05:00
LT3
88cde17ea3 Surgery speed bonus revert/refactor (#2569)
## About The Pull Request

Skyrat reverts
- Removes the Skyrat surgery speed bonus for 3 tiles of free space
- Removes Skyrat surgery mood debuff

Removes tend wounds slowdown on on dead people. Replaces with a slowdown
on husks.
Slightly buffs tend wounds damage healed per cycle

Introduces new surgery speed bonuses, based on TG speed mods:
- Speed bonus for operating table
- Speed bonus for operating computer
- Speed bonus for using sterilizine/cryostylane now applies to all
surgery steps, not just the one where the reagent is applied
- Speed bonus for anaesthetics/painkillers

Visual feedback of what your surgery speed modifier is

## Why It's Good For The Game

The Skyrat check is dumb and doesn't solve any problems, rather creates
them with TC still being surgery central except now people are screaming
at you to move, which there isn't enough space to do in the TC anyways.

Two doctors working on a patient should not slow down surgery. This
should not count as a clean, quiet environment for lightspeed surgery:


![dirty-medbay2](https://github.com/user-attachments/assets/abe9dfa3-144a-4fae-a9eb-c65afa8d50ee)

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/abea1be8-463c-451f-a58b-501600bab8f0

</details>

## Changelog

🆑 LT3
balance: Removed Skyrat surgery speed bonus
balance: Removed Skyrat negative mood events for surgery
balance: Removed operating tables automatically applying numbing
balance: Added surgery speed bonus for operating computers
balance: Added surgery speed bonus for anaesthetic/painkillers
balance: Added surgery speed bonus for sterilizine/cryostylane treatment
balance: Adjusted surgery speed penalty for stasis beds
balance: Removed speed penalty for tending wounds on dead bodies,
replaced with penalty for husked body
balance: Increased tend wounds healed damage per cycle
balance: Increased functional duration of sterilizine
balance: N2O is now eligible for the analgesia surgery bonus
balance: Surgery and treatment room scrubbers filter N2O by default
qol: Bubble notification for surgery speed and damage healed
qol: Medical HUD, health analyzer, and operating computer provide tend
wounds results
qol: Text log indicates what surgery bonuses are active, and which are
available
add: added lidocaine and sterilizine to surgery trays, NanoMed, and
NanoDrug
image: anesthetic machine is now breath machine, usable with all gas
types
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-01-12 16:10:39 -05:00
LT3
e4e2486c37 Modular lungs update/air alarm threshold (#2859)
## About The Pull Request

- Fixes some oddities with the hot/cold/tox/pressure adapted lungs
having incorrect thresholds. (For example, the hot lungs having better
cold resistance than standard lungs)
- Changes the miasma proc override to be a code edit, given the code had
fallen behind TG updates.
- Adds an air alarm check for miasma so air alarms don't warn until
miasma is actually approaching hazardous conditions, and slightly
adjusts temp alarms to account for the special lung types.

## Why It's Good For The Game

Bugfixes, the air alarms throwing false yellow/red alarms is annoying.

## Proof Of Testing

I spent hours testing this. BELIEVE ME. Also it's been test merged a
while now.

## Changelog

🆑 LT3
qol: Miasma doesn't trigger air alarms until it's reached dangerous
levels
fix: hot/cold/tox/pressure adapted lungs are now consistently better
than standard lungs in their respective area
fix: fixed sometimes passing out due to CO2 with hot/cold adapted lungs
/🆑
2025-01-12 15:10:49 -05:00
Jacquerel
28e4c83d54 Deprioritise phobias in two sources of random trauma (#88958) 2025-01-11 22:35:27 +01:00
Lex
28ed213197 [PORT] [TGUI] Color picker (#2670)
## About The Pull Request
Port of the color selection TGUI interface from
BeeStation/Artea-Station.
https://github.com/BeeStation/BeeStation-Hornet/pull/9417
https://github.com/Artea-Station/Artea-Station-Server/pull/525

This implementation includes a port and adaptation to React, as TG has
discontinued the use of Inferno.

If the Input: Enable TGUI parameter is disabled in the UI Tab, the old
color selection mechanism will be used instead. The new interface
supports copying the color value in the #343231 format and allows
entering a 6-character hexadecimal color code.
Additionally, a color palette for selection is available.
## Why It's Good For The Game
The TGUI color picker is more adaptable and prettier.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/55f56807-7c76-41a1-8c75-7ed293d581e9)

![image](https://github.com/user-attachments/assets/7742e741-a16b-4708-8e7b-7891f426de32)

![image](https://github.com/user-attachments/assets/6e22e138-af41-447d-95e6-fb6ca7d067af)


</details>

## Changelog
🆑 itsmeow (original), RimiNosha, Phoenix404 (port)
add: Added TGUI-based color palette and replaced all usages of BYOND
color palettes with it (TGUI input preferences are still respected).
/🆑
2025-01-11 11:38:00 -08:00
zoomachina
83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
SmArtKar
640a1229ca Adds blinking and a new Fluoride Stare quirk (#88927)
## About The Pull Request

Spessmen now need to blink! If you have non-robotic eyes, you'll
automatically blink every once in a while. Lizards have asynchronous
blinking, and whenever they blink one of their eyes (chosen at random)
will blink slightly sooner.


https://github.com/user-attachments/assets/e62020ef-d2f8-4634-9399-a27244326cfe

You can also blink manually, as emotes now fire the animations.


https://github.com/user-attachments/assets/80d6304f-f3c2-424a-a5aa-96a4aee7acdc

Adds a new eye-related quirk, Fluoride Stare! It will spawn you without
eyelids, preventing random or manual blinking and forcing you to wet
your eyes with some saline solution (of which you get a bottle, and a
dropper to apply it) every minute or so.
Additionally, eyes now display their color on their organ sprite,
instead of always showing up as blue.

(Don't tell roleplayers, but Fully Immerse smite now blinds you when you
blink, for true full immersion)

## Why It's Good For The Game

Spessmen blinking is just soulful, and brings some life into the game.
As for the quirk, its just a funny bit/reference that people can use
to... torture themselves?

## Changelog
🆑
add: Spessmen now blink.
add: Added a new Fluoride Stare quirk, keep those eyeballs wet, lest
they crack!
image: Eyes now display their color on their organ sprite, instead of
always being displayed as blue.
/🆑
2025-01-09 10:24:49 +01:00
SmArtKar
5d89ca3ffa [NO GBP] Brings back ethereal heart's shine overlay (#88808)
## About The Pull Request

yeah yeah, RESET_COLOR no KEEP_APART. Only remaining ones are lighting,
and I'm waiting Potato's word on it.

## Changelog
🆑
fix: Brought back ethereal heart's shine overlay
/🆑
2025-01-04 18:52:30 +00:00
SmArtKar
69d0b085de [NO GBP] Fixes HUD implant message being reversed (#88774)
## About The Pull Request

Closes #88772
What was I trying to cook
2025-01-03 00:34:31 -06:00
SmArtKar
a784171e01 Reworks how colorful reagent and bodypart coloring work (#88758)
## About The Pull Request

Colorful reagent (and thus, crayon powders) now color your clothing,
bodyparts (except for crayon powder), hair and organs when you're
exposed to it via smoke, foam or splashed with them. Bodyparts and
organs now change their visuals according to their atom color. Due to
this, going under a shower washes your bodyparts and washing your face
washes your eyeballs (pretty cursed).
After 30 ticks, coloring on your organs becomes permanent so be careful
with crayon smoke bombs!
Additionally, moved spraycan painting for robotic limbs to left click
(since LMB mode does not affect them visually anyways due to their
paleness).

## Why It's Good For The Game

While HUDs no longer get colored with their owner, it still feels odd to
have your clothes get colored with you when you get sprayed with
colorful reagent. This remedies this issue, as your and your clothes'
coloration are now separate.

## Changelog
🆑
add: Changed how colorful reagent and crayon powder work: douse your
victims to color their clothing, bodyparts and even internal organs!
add: You can wash your eyes when washing your face at a sink
fix: You can color robotic limbs with left click (again)
/🆑
2024-12-31 21:44:20 +01:00
SmArtKar
c1129369c7 [NO GBP] Fixes moths only being able to fly if they spawn in zero gravity (#88450)
## About The Pull Request
Moth wings prevent you from flying in gravity -> same check is used for
activation -> they're activated upon implanting -> unless you spawn or
get wings in zero-g you're screwed
Closes #88460
Closes #88457

## Changelog
🆑
fix: Fixed moths only being able to fly if they spawn in zero gravity
/🆑
2024-12-12 19:33:08 +01:00
SmArtKar
9a8d49443c [NO GBP] Armor now decreases the chances of getting your eye blown out by a rogue bullet (#88082)
Chance of getting an eye wound from being hit by a projectile now scales
inversely with your head armor. Meant to do this originally but forgot,
so here we go.
You'd expect that a bulletproof helmet will prevent your eyes from being
popped like balloons, especially if you don't take any damage from the
hit.
🆑
balance: Armor now decreases the chances of getting your eye blown out
by a rogue bullet
/🆑
2024-12-12 16:36:37 +01:00
necromanceranne
2cea49ace2 Fixes a runtime on eye removal (#87475)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/87474

## Why It's Good For The Game

Being unable to remove eyes if there is scarring is bad.

## Changelog
🆑
fix: Fixes a runtime when trying to remove someones scarred eyes. Now
you can remove them!
/🆑
2024-12-12 16:33:50 +01:00
FlufflesTheDog
4eaea4d78d Eradicates some obj/item overrides of /New (#88135)
## About The Pull Request
Removes some /New overrides, replacing them either with nothing because
they're entirely redundant or with more intuitive/consistent interfaces
## Why It's Good For The Game
Code consistency/readability, fixes an obscure potential-bug that would
delete non-implanted cybernetic implants that are a part of a
loadout/outfit, I'm being haunted by code from 2015 send help
## Changelog
Hopefully not player facing. Except this random thing I saw while I was
here.
🆑
spellcheck: paywall firing pins no longer set the gun description to the
pin's description on removal
/🆑
2024-12-06 23:42:06 +01:00
Time-Green
a0d47d999e Fixes harddels, reduces unneccessary update body calls (#88300)
Closes #88283
Closes https://github.com/tgstation/tgstation/issues/88320

Fixes a harddel caused by the limp status effect not being properly
deleted

Reduces update-body calls in:
- Initialize from 4 to 1
- On z-level change from 2 to 1
- On move with bloody shoes from 1 to 0

Mostly by just passing along the proper argument and removing seemingly
unnecessary update body calls
2024-12-04 01:34:57 +01:00
MrMelbert
9007190a74 Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request

Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`

`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage

It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.

"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs 
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner

## Changelog

🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
2024-12-04 09:00:15 +13:00
lessthanthree
650476c456 edits 2024-12-02 15:13:38 -08:00
SmArtKar
223badbebb Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

## Why It's Good For The Game

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
# Conflicts:
#	code/_globalvars/traits/_traits.dm
#	code/_globalvars/traits/admin_tooling.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
2024-12-01 22:09:44 -08:00
jimmyl
134e2dcff3 you cant roll appendicitis if youre a bitrunner avatar or deathmatch player (#87212)
## About The Pull Request

fixes #87206

## Changelog
🆑
fix: you may no longer roll appendicitis in deathmatch or as a bitrunner
avatar
/🆑
2024-12-01 12:01:02 -08:00
larentoun
3e3a6f5f91 fix cyber eyes names (#88271)
## About The Pull Request
Fixes some eyes to have standartized naming

## Why It's Good For The Game
Bugfix good

## Changelog
🆑
fix: Printed Moth X-Ray eyes are now correctly named, instead of being
just "robotic eyes"
/🆑
2024-11-30 01:56:49 +01:00
SmArtKar
a2d463cdd8 Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request
Lil cleanup/tweak I couldn't do in the main PR because it conflicted
before and i forgot after. Yes this works with overrides that don't have
the arg, yes I tested it.

## Why It's Good For The Game
Don't run armor code thrice please thank you

## Changelog
🆑
code: Projectile impacts no longer fetch mobs' armor values thrice
/🆑
2024-11-25 03:59:21 -08:00
SmArtKar
608ca74169 Internal organ purge: Override Edition (#88132)
## About The Pull Request
Deletes _internal_organ.dm and moves all override procs from it into the
main organ file, since its unused now. Fixes wrong qdel check in
identity code.

## Changelog
🆑
code: Cleaned up organ code
/🆑
2024-11-24 20:09:18 +00:00
SmArtKar
67325ff3e0 [NO GBP] Armor now decreases the chances of getting your eye blown out by a rogue bullet (#88082)
## About The Pull Request
Chance of getting an eye wound from being hit by a projectile now scales
inversely with your head armor. Meant to do this originally but forgot,
so here we go.

## Why It's Good For The Game
You'd expect that a bulletproof helmet will prevent your eyes from being
popped like balloons, especially if you don't take any damage from the
hit.

## Changelog
🆑
balance: Armor now decreases the chances of getting your eye blown out
by a rogue bullet
/🆑
2024-11-22 21:37:18 +01:00
Ghom
6272b3680c You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.

Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.

A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.

By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).

## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.

## Changelog

🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
2024-11-20 22:13:18 +00:00
Dawnseer
b4aee49aee Paperwork 2077 (#87976) 2024-11-19 12:38:07 +02:00
carlarctg
85d32d85a0 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	code/datums/emotes.dm
2024-11-16 00:42:13 -08:00
Dawnseer
3b062384a8 Tiny spellcheck (#87801) 2024-11-10 22:00:39 +01:00
SmArtKar
ab1440ad90 Adds eye color overrides, converts cult/weed/silverscale eye effects to use them (#87782)
## About The Pull Request

Eye color effects are now controlled via a new overrides system, which
should prevent conflicts between different sources - such as smoking
weed, becoming a cultist, stopping your weed and getting normal eyes
(and subsequently getting your red eyes back when you get deconverted)

## Why It's Good For The Game

Should ensure that different eye color effects don't collide between
each other. Also need this for a future feature I wanna add.

## Changelog
🆑
refactor: Eye color effects are now controlled via a new overrides
system, which should prevent conflicts between different sources.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-10 11:54:46 +00:00