* Nerfs the shit out of the felinid tail grab mood buff (#62768)
Mood controls your movespeed. Making Felinids objectively the best mood management race provided your ~~metagame buddy~~friend pulls your tail once every two minutes is insane, even as a meme.
A +5 mood buff was ridiculously good. This is better than the antag mood buff which is 4, equal to the cult buff for sacrificing which is 5, better than tripping balls, better than playing an arcade game and winning, better than the upgraded hug, equal with the best hug, and frankly one of the easiest best mood buffs you can get. And stacks with all the other ones.
* Nerfs the shit out of the felinid tail grab mood buff.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Nerfs the shit out of the negative sprayed with water mood event for Felinids (#62769)
Mood controls your movespeed. Making Felinids get their movespeed tanked because someone tried to fire extinguisher them is insane. Movespeed is the most important factor in SS13 when it comes to just about everything, it's how we punish people for damage after all.
A -5 mood is insanely punishing. It is equivalent to getting smitten by the gods, worse than a terrible noogie, worse than being bald, worse than literally throwing up all over yourself, worse than losing your family heirloom, and worse than having your eye stabbed out. This sucks for how easy it is to inflict on someone, especially considering the most common method of inflicting this is trying to fire extinguisher someone who's lit themselves on fire.
🆑
balance: Nerfs the felinid water spray moodlet
/🆑
* Nerfs the shit out of the negative sprayed with water mood event for Felinids
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* You can now pull tails, it makes the person happy! (#62763)
About The Pull Request
You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game
Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog
cl
add: You can now pull on a felinid's tail to make them happy!
/cl
* You can now pull tails, it makes the person happy!
* no
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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>
* Adds shaking soda cans, buffs throwing soda cans at people (#62170)
About The Pull Request
This started out as a joke on discord about buffing the throw damage of soda cans (have you ever had one thrown at you? they hurt!!), that ended up also growing into a feature I've wanted to add for a while- shaking soda cans for pranks!
https://streamable.com/ra7ctd
Note: This PR shows the user getting a positive moodie from a can going off on a wall, that was fixed after the video was recorded
Right clicking on an unopened soda can will shake it and raise its fizziness level, as will throwing soda cans at things. When you go to open a soda can, an RNG check is made based on how fizzy the soda is from being mishandled, with a failed check making the soda spray all over you and give you a negative moodlet (and everyone who sees it happen a milder positive moodlet!)
The throwforce for an unopened can of soda has been set to 12, slightly higher than a standard floortile (10) and equal with toolboxes. As mentioned before, though, every time you throw a soda, its fizziness rises, meaning each throw is more likely to burst it and kill the damage value. This puts it in a perfect spot where it's not worth stocking up on sodas just in case you get into a fight (cause you could just use floortiles, which stack up to 50), but seeing a nearby unopened can of soda and throwing it at your enemy could be an interesting addition to environmental combat.
You can try to detect if a can of soda is fizzed up by examining it twice rapidly. Depending on how fizzed up the soda is, you may be able to detect said levels of fizz, allowing you to ask for another untouched soda.
Why It's Good For The Game
Shake up a soda a whole bunch, give to someone in a crowded room of people, give everyone a positive moodie when the rube opens the can!
Changelog
cl Ryll/Shaps
add: Added shaking soda cans! Take an unopened soda can and right click it in hand to shake it all around, increasing its fizziness.
balance: Having an unopened soda can hucked at you will actually hurt quite a bit, around the level of a toolbox. This also has a chance of bursting the soda can on impact, leaving it useless as a weapon after.
/cl
* Adds shaking soda cans, buffs throwing soda cans at people
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Mime Fan vs Clown Enjoyer (#61818)
Changes the flavor of the clown fan quirk to something more appropriate
* Mime Fan vs Clown Enjoyer
* Update maint_loot_common.dm
Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Uncomments holymelon "check liked" code, makes it work with the edible component (#60697)
* Uncomments holymelon "check liked" code, makes it work with the edible component
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* Light moodlet cleaning (#56768)
Factors some raw deciseconds into time defines
Standardizes use of "Oh god,"
Fixes some other small formatting issues
Refactors entries of 1.x MINUTES into SECONDS
* Light moodlet cleaning
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Adds 👏 High 👏 Fives 👏 (#54516)
This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.
Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!
* Adds 👏 High 👏 Fives 👏
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655)
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* basic antag items
hey
based
game is on
ree
e
brings back good sprites
eueuuee
eeeeeeeeeeeeeeeeeeee
more
tgui baby
FINALLY
e
Small changes
adds better point s
Finishing touch!
FINISHED
ANTAG FINISHED. FUCKING. FINALLY
grammer
E
E?
* rebuilt tgui
* gamemode fixes
* i love inconsistent var names
* sprootes
* ath review
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Automatic changelog compile [ci skip]
* a shit ton of changes
* Apply suggestions from code review
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* sprootes
* more changes ree
* Fixes and upgrades
* sprootes done
* dmdoc compliance
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* mewtewnew revieww ~~
* e
* Automatic changelog compile [ci skip]
* e
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* autodoc
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* removed Destroy()
* * 0.5
* bugsquash
* e
* changes to ashlord's rite
* e
e
* e?
* the fuck
* adds station wide alerts for ascension events
* fixes an autodoc
* tgui
* e
e
* removes a redundant line of code
* sickly blade is now normal size item
* changes a line of code in flesh
* no revives for ghouls!
* uwu
* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* E
* E2
* Automatic changelog compile [ci skip]
* Makes eldritch cult into HERETICS
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* unfucks medallions code
* long live list loops
* E
* E
* i love my git crashing
* Magics
* E
* removes TRAIT_GHOUL since it was redundant
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/human_update_icons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* fixies uwu
* hopefully i fixed all return ..()
* E
* EEEEEEE
* wormie now is refactored
* removes destroy
* Update code/modules/surgery/bodyparts/bodyparts.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Automatic changelog compile [ci skip]
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E?
* E
* one more
* k
* OH SHIT OH FUCK
* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences
* REE
* fleshy fixes
* fixes summonings
* REE
* texture fix
* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK
* grammer
* nullrods can now remove runes
* HOLY SHIT, HOTFIX NERF
* E
* E
* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY
* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* SECOND TEMPORARY FIX
* fixes fixes fixes fixes
* i hope this no longer will qdel summons
* E
* please push this asap
* E
* buffs sickly blade to 17 damage and only allowes culties to use it
* Explanations uwu
* examine changes ree
* e
* E
* )
* E
* E
* Ash fix
* changes to mad touch
* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides
* E
* makes worm code use COMSIG_MOVABLE_MOVED
* replaces bad var names
* makes eldritch knowledge an assoc list
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* what the fuck
* the fuck
* fixies
* EEE
* fixes
* e
* fixes
* mansus grasp slight buff
* changes overall changes
* E
* logging
* changes the eldritch armor into a nicer looking kryson robes
* tgui bundle
* QOL sprites and a spell to contract armsy
* SPRITES
* readds rust floors
* Fixes pointed out by anturk
* E
* E
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleanup
* Fixes
* E
* EEEEEEEEEEE
* makes heretics a little bit more common
* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* EEE
* eee
* E
* E
* Init
* Makes shit more readable
* h
* e
* E
* wounds compatibility patch
* hnng
* rusty better sprite
* turn
* Apply suggestions from code review
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* E
* further renames e
* E
* JS side
* changes reee
* e
* E
* yeesh
* e
* E
* pr
* e
* E
* changes re
* AAAAAAAAAAAAAA
* e
* antag huud
* e
* e
* hnnng
* hnng
* HNNNNG final patch - LAST TESTMERGABLE COMMIT
* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW
* e
* FINAL PATCH - MERGE READY
Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC
* forgot about a single debug line aaa
* hnnnhng
* hng
* a!
* aaa
* applies code review
* e
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
About The Pull Request
This PR adds some extra hijinx opportunities to the game. By laying down next to someone and opening their equipment stripping menu, you can untie their shoelaces. Once their shoelaces are untied, you can then knot them together. Moving with untied shoelaces has a very low chance to cause you to stumble and drop what you're holding, while moving with knotted together laces makes you trip and fall over. Luckily, you can unknot and retie them by clicking them on your equipment panel!
Messing with someone's laces, like pickpocketing, produces no tell unless you fail the do_after (like if the target moves), at which point the shoe-wearer stamps on your hand and deals some damage. If you don't notice the clown (or whoever) crawling up next to you and laying still for ~10-20 seconds though, then you probably deserved to get stunted on.
Clumsy mutation makes you 33% faster (most shoes are 5 seconds to lace/unlace/knot/unknot, while boots are 9-10 seconds). Sandals and flip-flops are, obviously, exempt from this nonsense.
Why It's Good For The Game
Pranks are fun and funny
Changelog
🆑 Ryll/Shaps
add: You can now untie and knot up people's shoelaces! You can do so by laying down next to the person, dragging their sprite onto yours, then clicking "untie/knot shoes" next to their shoes.
/🆑
* Warm hugs for everyone
* To hot to hug time to cool down
* Warm hug mood, and notice on hot hugs
* fixed mood, added insulation proc
* Balance heat exchange, notify when freezing also
* tenses again
* words, and proc clean up
* Common interfaces
* fixed monkey override
* lets not have another hard suit situation
* really wide lines
* need to invert that number