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403274ff62d14466c0057d4bfeeec1fa1bb19f27
8 Commits
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4ed6811538 |
Fixes mime book consuming itself when it isn't supposed to (#77513)
## About The Pull Request ``on_start_reading`` now has a return value, which the mime book will use to early return out if an option isn't selected. I also tested fikou's report of it eating its use while in the dark and this seems to fix that as well. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/77441 Fixes cancelling out of the mime book giving you the spells and removing its use. ## Changelog 🆑 fix: Mime spell books don't eat itself when used in the dark or cancelled out of. /🆑 |
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4e91d057d7 |
Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)
## About The Pull Request This PR adds a new wizard ritual (the kind that require 100 threat on dynamic) This ritual allows the wizard to select one spellbook entry (item or spell), to which everyone on the station will be given or taught said spell or item. If the spell requires a robe, the spell becomes robeless, and if the item requires wizard to use, it makes it usable. Mostly. - Want an epic sword fight? Give everyone a high-frequency blade - One mindswap not enough shenanigans for you? Give out mindswap - Fourth of July? Fireball would be pretty hilarious... The wizard ritual costs 3 points plus the cost of whatever entry you are giving out. So giving everyone fireball is 5 points. It can only be cast once by a wizard, because I didn't want to go through the effort to allow multiple in existence ## Why It's Good For The Game Someone gave me the idea and I thought it sounded pretty funny as an alternative to Summon Magic Maybe I make this a Grand Finale ritual instead / in tandem? That's also an idea. ## Changelog 🆑 Melbert add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to grant everyone on the station one spell or relic of their choice! /🆑 |
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c3a1f21c1a |
Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind (#72267)
## About The Pull Request - Nearsighted is now a grouped status effect. - Blindness is now a grouped status effect. - Eye handling of blindness has improved. - When eyes are removed, they now cause you to become blind, rather than handling it in `update_tint`. - Being ahealed no longer blinds you for one tick, meaning that black overlay on aheal is gone. - Temporary Blindness is now a status effect. - Both Nearsightedness and Blindness have been exorcised from mob vars and life chains. This means that we've finally cut 2 procs from life, `handle_status_effect` and `handle_traits`, and moved both to event based processing. Wooo optimizations. - Swapped pacifism status effect to use apply and set helpers. - Removed an unused admin toggle that disabled welding helmet tint but also tint from every clothing item and also blindness from losing your eyes. - Clothes now generally all blind their mob more consistently. - Oculine, eye surgery, and sensory restoration are now no longer the only way to fix blindness from eye damage. If your eyes are healed through any other means, it will also heal your blindness. - Some things that made you blind, such as ling blind sting, no longer just flat made you blind from eye damage forever. They now cause eye damage directly, which in turn makes you blind from eye damage, as expected. - Pacifists can't eyestab anymore. Eyestabs now have a limit on the amount of blur applied. - Refactored some `is_x_covered` procs to accept flags rather than have a lot of arguments for some silly reason. - Unit tests for blindness. ## Why It's Good For The Game Blindness was exceptionally poorly handled prior, primarily due to the fact that it was tied to the mob instead of separated out On top of that the system put a LOT of faith in proper handling of blindness on the coder's end which was misplaced evidently. Many places didn't update or handle blindness correctly, or just let people perma-blind. Deferring it to a status effect improves this a lot ## Changelog 🆑 Melbert refactor: Refactored blindness and nearsightedness. Important to note is that all mobs are naturally blind until their eyes are actually created. refactor: Refactored "is covered" procs fix: Less sources of blindness now cause permanent blindness. Includes the "Blind" Spell and "Blind Sting" from changelings. admin: Ahealing someone no longer flashes the blind overlay for 1 tick. admin: I removed an unused (sort of) inaccessible admin verb that allowed you to toggle the tint from all welding helmets (and clothing) (and lack of eyes) in existence, let me know if you want similar back balance: Changeling "Blind Sting" now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Visionloss virus symptom now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily healed blindness and nearsightedness from eye damage reagrdless of how damaged the eyes were, and applied blur on success. Now, Oculine just heals eye damage, and blindness / nearsightedness is restored in the process. There is now a probability every tick that eye blur is applied based on how pure the oculine is while healing very damaged eyes. balance: Pacifists can no longer eyestab. balance: Any clothing item that covers your eyes contributes to getting the bonus while sleeping, and to removing temporary blindness faster /🆑 |
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7687a28e7c |
refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock (#71869)
## About The Pull Request After all, the Syndicate loves a good throwback.  This PR does a few things with the goal of reimplementing and revitalizing syndicate traitor kits and the syndicate surplus crate. Of note is that I have added in a way for limited stock items to share their limited stock. Following maintainer guidance the syndicate traitor kits have increased in price and as a result some of the lower value ones have been adjusted. I've given all active bundles current TC costs per item knowing full well they will be inaccurate eventually. <details> <summary>Changes as a result of my audit of syndikits</summary> ### UNCHANGED Recon, Spai, Stealthy, Screwed, Sniper, Nukie Meta, Implants Mad Scientist, Bees Lord Singuloth is also unchanged and disabled, I think that it should turn into a new supermatter themed kit maybe. outside of current scope. ### Gun Kit Replaced emag with doorjack and gave it a chameleon holster, literally moved 1 tc elsewhere ### Murderer replaced emag again, no additions its a lot of tc and Just Good ### Hacker added doorjack, otherwise unchanged ### Sabotage no changes other than adding in extra bombs it didnt have ### James Bond gave him some gadgets with the freedom implant, emp flashlight, and one x4. also a cyanide pill and deck of cards for fun ### Ninja Added in miner Jump Boots, smoke spell, and doorjack. dont just want it to be space ninja ### Dark Lord Added in new lightning bolt spell granter and made the desword default to red. probably overbudget. ### White Whale dehydrated carp added so you can ride it alongside the ones you grenade out. hard to imagine changing this ### Mr Freeze changed temperature gun to be cryo only so that i could give him the cryo thermal pistol. cold attacks only. ### 2006 Traitor doorjack. </details> tl;dr theyre all about 30 tc worth of shit more or less some are more but thats what rarity should be for you can only buy from one type of syndicrate per round  Next up is the return of the surplus crate. Crate is generated, gives you gear **based on your progression at the time of buying the crate**, you can use it all at the start and get some chameleon kits and not a lot of dangerous weapons or wait till later. I've changed the weight on some items here and there and given weight to role and species locked items, though I will admit that latter is unimportant because I set moth lanterns to be unable to appear in these two crates.  But who cares about that your eyes instantly went to the United Surplus Crate and the United Surplus Key lets be honest. The united surplus crate is 80 TC worth of uplink items relative to your current progression when you purchase it and gives you a locked box. It **will explode if you try to break it** so be careful with it. It gives you 80 TC and costs 20 TC because it is impossible to open without key. The rub of course is that the Syndicate forbids agents from buying more than one surplus item of any kind, you need to find another traitor and make them buy you a key to open your box. Or I guess you can share the box?  Regardless, if the crate is opened with any other means it doesn't spawn its contents, you need 2 traitor uplinks. Both of these items have a 30 minute timer because you don't want a crate that has 5 emp flashlights in it. You at least want one energy sword. I did a lot of code shit and changed various things to be proc based to allow for more editing and interjection of things, as I wrote in code comments making a crate thats locked to a specific set of progression just means changing the proc that generates a list of valid uplink items to check items' progression values to a specified value instead of your characters progression. Ok I think that goes over everything more or less???? ## Why It's Good For The Game I've heard that people liked these and I think they are quite fun, being able to go from "i dunno what to do as a traitor" to "ah, of course, I will become the Bombler" is a fun thing to be able to have, and people like to get a bunch of random shit in the mail. Some of it even feels free!!!!!!!!!!!!!!!!!!! Brain points go up!!! The division of procs allows for more creativity with this system than existed before as well as other possibilities for interacting with the uplink handler in funny ways. ## Changelog 🆑 add: the syndicate is once again distributing syndi-kits, some now with new technology add: a fresh batch of syndicate surplus crates have been sent out, though they seem a bit lighter than before add: in an effort to encourage cooperation, a traitor can now purchase either the new United Surplus Syndicate Crate or its key, but not both add: lightning bolt book granter for wizard event and one syndie-kit bundle add: temperature gun that only makes things colder for one syndie-kit bundle code: it is now possible to have uplink items share limited stock bal: role-restricted items no longer can be delivered by the stray syndicate drop pod event /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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52acae4cd7 |
Easter Egg DLC - Captain's log and WGW (#68411)
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
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2be5bc531d |
Removes-blind_eyes (#69652)
* Removes blind_eyes, replaces it with adjust_blindness. |
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f8f3dbed98 |
Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring |