Commit Graph

194 Commits

Author SHA1 Message Date
SkyratBot
0d2ba72250 [MIRROR] Replaces internal_organs with organs [MDB IGNORE] (#19871)
* Replaces internal_organs with organs

* Makes all of the necessary internal_organs -> organs in our files to compile

And it seems to work too!

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-24 13:27:48 -04:00
SkyratBot
e13e921d75 [MIRROR] Adds the Snatcherprod. It steals stuff from peoples hands and puts it into yours! [MDB IGNORE] (#19882)
* Adds the Snatcherprod. It steals stuff from peoples hands and puts it into yours! (#73746)

## About The Pull Request

Adds the Snatcherprod, the telecrystal version of the teleprod. It
yoinks an item out of the victim's hand, and puts it into yours. Or on
the ground, if your hands are full.

You make it like you would a teleprod, but using a telecrystal instead.

## Why It's Good For The Game

It was a funny joke I observed. Also I'm deeply sleep deprived and so my
better judgement eludes me during these capricious moments.

## Changelog
🆑
add: Adds the Snatcherprod. Like a teleprod, but it steals stuff from
peoples hands instead. Made using a telecrystal, rather than a bluespace
crystal.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Adds the Snatcherprod. It steals stuff from peoples hands and puts it into yours!

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-03-18 03:24:31 -07:00
SkyratBot
257d63f360 [MIRROR] Fixes some invisible inhands from the transforming component [MDB IGNORE] (#19721)
* Fixes some invisible inhands from the transforming component (#73807)

## About The Pull Request

The original issue caused by #70037
Esword issue caused by #73716

Originally the transforming component did not override the inhand icon
state of the the item on its own (instead putting the onus on the item
itself if they wanted unique behavior). It was changed to always update
inhand icon state, most of which don't have one

I don't really like this fix, it should be explicit "I want inhand to
change" and not default, but this will work for now

Also the PR that fixed the Jaws issue didn't actually set the var they
created

Fixes #73805
Fixes #73711 (Actually)

## Why It's Good For The Game

Invisible sword bad

## Changelog

🆑 Melbert
fix: Fixed a eswords, some tools, and some other misc. items from being
invisible while extended / active
fix: Teleshields and other misc items not extending in hand when active
fix: Switchblades click on extend again
fix: Pendrivers click on extend
/🆑

* Fixes some invisible inhands from the transforming component

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-03-08 11:33:50 +00:00
GoldenAlpharex
f61b17667b [s] Revert "[MIRROR] Stunbatons can now only be used during Red Alerts [MDB IGNORE]" (#19413)
Revert "[MIRROR] Stunbatons can now only be used during Red Alerts [MDB IGNORE] (#19412)"

This reverts commit f96467d105.
2023-02-17 23:08:07 -05:00
SkyratBot
f96467d105 [MIRROR] Stunbatons can now only be used during Red Alerts [MDB IGNORE] (#19412)
* Stunbatons can now only be used during Red Alerts (#73492)

## About The Pull Request
This prevents stunbatons being turned on to full stun mode if the
station is not in a red alert emergency.

## Why It's Good For The Game

The decision to limit the use of stunbatons in TGStation to red alert
emergencies is due to the general degradation of the melee combat design
space in the game. The stunbaton's ability to stun and knock down
opponents with ease has made it the go-to weapon for many players,
leading to a lack of diversity in melee combat strategies.

This over-reliance on stunbatons has made other melee weapons, such as
knives or clubs, obsolete in many situations. This not only limits
player choice but also reduces the overall challenge and fun of melee
combat in the game.

By restricting the use of stunbatons to red alert emergencies, players
are encouraged to explore other melee weapons and develop new
strategies, making the game more engaging and challenging. It also
ensures that the use of stunbatons is reserved for critical situations,
making combat encounters more meaningful and immersive.

## Changelog

🆑 oranges
add: Stunbatons now require a red alert to activate stun mode
/🆑

* Stunbatons can now only be used during Red Alerts

---------

Co-authored-by: oranges <email@oranges.net.nz>
2023-02-17 18:19:07 -08:00
SkyratBot
2d468e9c2d [MIRROR] Implements functionality for variable weapon attack and secondary weapon attack speeds. [MDB IGNORE] (#19048)
Implements functionality for variable weapon attack and secondary weapon attack speeds. (#72959)

## About The Pull Request
The click cooldown after attacking with a weapon can now be controlled
with a var. A var can also be set for secondary attack cooldown, if
unset it is the same as the weapon's normal attack speed.

The two weapons who already had hardcoded mechanics to achieve this
effect (see: The Stinger, Hyper Frequency Blade) have been converted to
this system.
## Why It's Good For The Game
Future varying of weapon qualities and admin shenanigans.
## Changelog
🆑
code: Greater support for variability in weapon attack speed 
admin: Admins are now able to grief you by hitting you with a toolbox 10
times in one second.
/🆑

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
2023-01-31 13:54:11 +00:00
SkyratBot
1477950b60 [MIRROR] Makes baton resistance trait actually work against security stunbatons [MDB IGNORE] (#18715)
* Makes baton resistance trait actually work against security stunbatons (#72645)

## About The Pull Request

I forgot in https://github.com/tgstation/tgstation/pull/68418 to make it
also work against security batons, this PR fixes that. Security batons
now will not knockdown you if you have baton resistance trait.

## Why It's Good For The Game

Baton resistance is useless against security batons because knockdown,
even if it is short is still a guaranteed disarm, that can leave you
without your cool nukie desword and make you die.

## Changelog

🆑
fix: Fixes security stunbatons knockdowning you even if you have baton
resistance trait
/🆑

* Makes baton resistance trait actually work against security stunbatons

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-01-14 12:23:13 -08:00
SkyratBot
0fd25257a9 [MIRROR] Fix blood overlays on energy daggers [MDB IGNORE] (#18682)
* Fix blood overlays on energy daggers

* CLANG

* has this ever worked?

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-01-13 21:56:37 -08:00
Zonespace
8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00
SkyratBot
ae713bf18a [MIRROR] Crafting/Cooking menu update [MDB IGNORE] (#18334)
* Crafting/Cooking menu update

* Yeeted away all of the merge conflicts, time to fix the code

* Okay, now it compiles, and after testing, it seems to work just fine

* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu

* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-08 15:02:18 -05:00
SkyratBot
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot
650d64f6d4 [MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item

* Update _neck.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 06:55:38 +00:00
SkyratBot
da0a127243 [MIRROR] Delimbs Stamina [MDB IGNORE] (#17981)
* Delimbs Stamina

* SR skews

* out of band upstream hotfix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-12-15 17:50:49 -05:00
SkyratBot
b08e6d24b2 [MIRROR] 3/4ths-ify some wall mount sprites (by Kryson and Viro) [MDB IGNORE] (#18039)
* 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)

posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)

* 3/4ths-ify some wall mount sprites (by Kryson and Viro)

* DON'T INCLUDE FUCKING OVERRIDES IF THEY DON'T DO ANYTHING HHHNGH MY CI IS FAILING CODERS

* FUCK

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-12-12 13:56:40 -05:00
Zonespace
76a9b412ca [MIRROR] abductors can now use their batons (#71341) (#17609)
abductors can now use their batons (#71341)

No one thought of this during the PR, so what's up
Abductors have chunky fingers for some reason, further proving that
species is a bad idea and the only playable mob should be pun pun.

Adds a 'chunky finger usable' var to let Abductor batons allow people
with chunky fingers to use it.

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-11-21 15:10:31 -05:00
SkyratBot
848458fc45 [MIRROR] You can no longer use batons if you have chunky fingers. [MDB IGNORE] (#17570)
* You can no longer use batons if you have chunky fingers. (#71285)

You can no longer use batons if you have chunky fingers, which means insulated gloves & hulks.

* You can no longer use batons if you have chunky fingers.

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2022-11-18 21:36:12 -08:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
b5bd312379 [MIRROR] Add investigate_deaths [MDB IGNORE] (#17424)
* Add investigate_deaths

* merge changes other than giant_spider which deps on tg/70848

* gib

* dust

* death

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-11 14:44:33 -05:00
SkyratBot
6d30b8f94d [MIRROR] Bed war: add pillow weaponry and pillowman juggernaut suit [MDB IGNORE] (#17320)
* Bed war: add pillow weaponry and pillowman juggernaut suit (#69977)

* Add pillows you can hit someone you hate with it until they collaspe from exhaustion. The pillow can be made with cloth
* Adds a Pillow juggernaut suit, this suit allows you to automatically hit people with a pillow when you bump into them. It can be made from pillows and duct tape via the crafting menu
* Adds a bumpattack component, this can be added to any item and allows the user to auto attack on bump with a target, used for the juggernaut suit.
* Adds a Pillow hat an alternative to the paperbag hat, also made from duct tape and pillow. Very fashionable!
add: Clown/mime pillows
* The beds in dorm now come properly equipped with a pillow

* Bed war: add pillow weaponry and pillowman juggernaut suit

* repathed SR pillow to /obj/item/fancy_pillow

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-10 16:51:54 -05:00
SkyratBot
f172bd153e [MIRROR] Inhands var hardsetting [MDB IGNORE] (#16707)
* Inhands var hardsetting

* Update sortingmachinery.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 23:04:01 +01:00
SkyratBot
2847b2b37e [MIRROR] [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons [MDB IGNORE] (#16649)
* [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons

* cf

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 22:36:07 +01:00
SkyratBot
eefbd40ce6 [MIRROR] Adds macros to help with common set_- and adjust_timed_status_effect uses [MDB IGNORE] (#16410)
* Adds macros to help with common `set_`- and `adjust_timed_status_effect` uses

* merge conflicts

* modular skyrat and missed changes

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-26 17:56:24 -04:00
SkyratBot
cdb4c40bdd [MIRROR] Cyborg Energy saw invisible sprite fix + omnitool selector + taster [MDB IGNORE] (#16313)
* Cyborg Energy saw invisible sprite fix + omnitool selector + taster (#69991)

* energy saw invisible sprite fix

* omnitool med tools sprite fix + taster sprite fix

* Cyborg Energy saw invisible sprite fix + omnitool selector + taster

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
2022-09-19 08:28:29 -07:00
SkyratBot
8afdefb125 [MIRROR] Shadowpeople's healing is from their brain, splits up surgery.dmi [MDB IGNORE] (#16003)
* Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)

About The Pull Request

    Shadowpeople
        brain now holds their healing properties.
            while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
        Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
    surgery.dmi split up
        surgery_ui.dmi holds zone selection ui things for research
        surgery_tools.dmi holds surgical tools
        /organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
            flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi

Why It's Good For The Game

moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog

cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl

* Shadowpeople's healing is from their brain, splits up surgery.dmi

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-09-04 13:30:33 +01:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
70b4a01a17 [MIRROR] Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS [MDB IGNORE] (#15673)
* Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS

* Update CODEOWNERS

* Cleans up update_icons, makes the update_icon_updates_onmob element bespoke

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-18 17:20:48 +01:00
SkyratBot
83665417d2 [MIRROR] Replaces GetComponent in Mining items with Signalers [MDB IGNORE] (#15221)
* Replaces GetComponent in Mining items with Signalers (#68575)

* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.

* Replaces GetComponent in Mining items with Signalers

Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
2022-07-28 11:45:29 -07:00
SkyratBot
4a6b1ef3a0 [MIRROR] Makes baton resistance trait more robust against knockdowns [MDB IGNORE] (#14998)
* Makes baton resistance trait more robust against knockdowns (#68418)

* Makes baton resistance trait more robust against knockdowns

Co-authored-by: SuperSlayer <91609255+TymurShatillo@users.noreply.github.com>
2022-07-18 08:44:52 -07:00
magatsuchi
4f9df17cb1 [FIXED MIRROR] Tsu's Brand Spanking New Storage: or, How I Learned to Refactor For Skyrat (#14868)
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code

* Delete storage.dm

* yippee

* shit

* holy shit i am stupid

* more fixes

* fuck

* woops
2022-07-17 21:16:59 -04:00
SkyratBot
3ec0199723 [MIRROR] Lets SAW tools (and PKC) cut trees, MINING tools break rocks, and fixes e-blades cutting while off [MDB IGNORE] (#14649)
* Lets SAW tools (and PKC) cut trees, MINING tools break rocks, and fixes e-blades cutting while off

* Fixing merge conflicts

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-07-01 01:30:39 +01:00
Useroth
81b8f962b7 Mirror 66967 & 67411 (#14279)
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)

Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)

* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-06-12 21:03:17 +01:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

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

* Fixed a certain kind of external organ

* Cleaning up some more stuff

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

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

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

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

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

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

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
6bea86d98f [MIRROR] [MDB Ignore] Refactoring Flora code [MDB IGNORE] (#13651)
* [MDB Ignore] Refactoring Flora code

* update bushes

Co-authored-by: DragonTrance <dylan661993@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-20 16:01:51 +01:00
SkyratBot
133b753507 [MIRROR] Converts jittering to status effect, striking yet another mob level status value [MDB IGNORE] (#13534)
* Converts jittering to status effect, striking yet another mob level status value

* mmkay

* weh

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:59:42 +01:00
SkyratBot
3e4bad8694 [MIRROR] Confusion status effect is now duration based instead of magic number based [MDB IGNORE] (#13496)
* Confusion status effect is now duration based instead of magic number based

* e

* Update tgstation.dme

* Update contract.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 01:52:39 +01:00
SkyratBot
a23c16c5aa [MIRROR] changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions [MDB IGNORE] (#13467)
* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions  (#66788)

it will make a whole lot more sense when you look at the trait and see what it does, instead of assuming what it does based on its very clear name

* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions

* Update cocaine.dm

Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-10 01:44:43 +01:00
SkyratBot
66312868bc [MIRROR] Supermatter cascade round-end [MDB IGNORE] (#13436)
* Supermatter cascade round-end

* wew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:23:07 +01:00
SkyratBot
044d75253c [MIRROR] Arconomy: The bigger balance PR (REVISED EDITION) [MDB IGNORE] (#13164)
* Arconomy: The bigger balance PR (REVISED EDITION)

* yes

* wew

* Update multitool.dm

* yers

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-27 21:29:22 +01:00
SkyratBot
62ddd77870 [MIRROR] Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) [MDB IGNORE] (#12770)
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)

* fex

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 18:54:12 +01:00
SkyratBot
17e4f6ad76 [MIRROR] Converts SFX keys into DEFINES [MDB IGNORE] (#11990)
* Converts SFX keys into DEFINES

* fixes and updates

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-11 16:43:39 -07:00
SkyratBot
8f058067c5 [MIRROR] Fixes bugs with batons with no cells [MDB IGNORE] (#11895)
* Fixes bugs with batons with no cells (#65042)

* Fixes bugs with batons with no cells

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2022-03-05 01:18:09 -05:00
SkyratBot
d1cfb4338e [MIRROR] Contextual screentips -- Screentips now show you what items/objects can do [MDB IGNORE] (#11529)
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)

Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.

Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.

Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.

* Contextual screentips -- Screentips now show you what items/objects can do

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-02-15 23:48:07 +00:00
SkyratBot
1f35afa6f6 [MIRROR] Fixes notice text resulting from someone batoning a cyborg [MDB IGNORE] (#11130)
* Fixes notice text resulting from someone batoning a cyborg (#64501)

* Fixes notice text resulting from someone batoning a cyborg

Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
2022-01-29 23:09:20 -05:00
SkyratBot
c91e2d2430 [MIRROR] Make more use of <tool>_act [MDB IGNORE] (#10981)
* Make more use of <tool>_act

* conflicts

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-01-25 17:51:36 -05:00
SkyratBot
35026d269f [MIRROR] Boomerang behavior is now defined as a component. [MDB IGNORE] (#10868)
* Boomerang behavior is now defined as a component. (#63949)

Fully refactors boomerang behavior to work as a component, so that a thrown boomerang will return back to it's thrower if within range. More than anything this modularizes the behavior for the backend,

* Boomerang behavior is now defined as a component.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2022-01-21 10:19:46 +00:00
RatFromTheJungle
558027e644 [NON MODULAR] Baton 'rebalance' (nerf) (#10665)
* 1

* Update department_guards.dm

* Update code/game/objects/items/melee/baton.dm

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

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-18 01:16:07 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

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

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
Tom
477217bc34 Fixes FTU 'Ignis' plasma sword (#9840) 2021-12-03 15:49:19 -05:00
SkyratBot
67e89df03c [MIRROR] Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide [MDB IGNORE] (#9832)
* Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide (#63130)

Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>

* Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
2021-12-02 22:23:31 +00:00
SkyratBot
8ca66e7bb2 [MIRROR] Stun Batong now turns off/on constantly for short time after emp [MDB IGNORE] (#9601)
* Stun Batong now turns off/on constantly for short time after emp (#62943)

About The Pull Request
title

Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions

Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp

* Stun Batong now turns off/on constantly for short time after emp

Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
2021-11-21 19:11:34 -05:00