Commit Graph

521 Commits

Author SHA1 Message Date
SkyratBot 9faf2a16ec [MIRROR] Removes bepis Techweb and reworks tech disks in general [MDB IGNORE] (#20102)
* Removes bepis Techweb and reworks tech disks in general

* e

Co-Authored-By: san7890 <the@san7890.com>

* e

* it will be done

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-29 22:19:32 +01:00
SkyratBot 6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
SkyratBot c8660eb0d0 [MIRROR] fixes heck suit hiding boots and gloves [MDB IGNORE] (#20011)
* fixes heck suit hiding boots and gloves (#74131)

the armor's worn icon doesnt cover boots or gloves so when you wear it
over them you look all messed up

* fixes heck suit hiding boots and gloves

---------

Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
2023-03-22 00:47:37 -07:00
SkyratBot 408f0e9c5a [MIRROR] Audits usage of isanimal() vs isanimal_or_basic_mob() [MDB IGNORE] (#19938)
* Audits usage of isanimal() vs isanimal_or_basic_mob() (#74029)

## About The Pull Request

There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.

I left out the two others which are already in PR, I'm not stealing your
GBP.

Fixes https://github.com/tgstation/tgstation/issues/68881

## Why It's Good For The Game

Consistency, mostly.
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.

There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.

alright here goes

## Changelog

🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑

* Audits usage of isanimal() vs isanimal_or_basic_mob()

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-18 03:15:31 -07:00
GoldenAlpharex 702c3e2ce6 Total refactor of the way we handle and draw mutant_bodyparts (+ missed mirrors that motivated me to do this) (#19635)
* Splits mutant_bodyparts.dmi into several subfiles. (#71408)

Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.

The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:

- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.

Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.

`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.

Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑

* External Organ Rework: new bodypart_overlay system (#72734)

Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.

External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything

Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it

I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later

New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!

closes #71820

🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑

External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)

Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.

Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Makes the whole thing compile, although it most likely doesn't work

* Whoopsie daisy

* Now it's starting to work

* ok monkey

* Fixes tails some more

* Moth wings should be wings not moth wings

* Podpeople hair, yeah.

* Okay no more handle_mutant_bodyparts()

* Removed an useless variable from is_hidden()

* Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too)

* Removes the second useless argument of is_hidden()

* No, cat tails are no longer allowed to be snowflake

* Removes some useless variables from humans

* Whoops I forgot to commit this one

* How did I miss this one?

* Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today.

* Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional

* Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems)

* Alright skintones seem to work rather well now(?)

* Okay, my bad, now they do

* Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway)

* Spines are no longer just matching the color of the limb they're attached to

* Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering

* Linters moment

* Alright, spines are working and overlaying properly now

They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully.

* Disables moth_markings for good

* Fixes some rendering bugs

* Makes ears work (almost, rest of the code has MODsuit stuff in it too :( )

* Made the MODsuit overlays work :)

* Fixed horns and spines

* Fixes all of the screenshot tests

* Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better)

* Bye bye handle_mutant_bodyparts(), I won't miss you :)

* Forgot to take this out, whoops

* Fixes the moth antennae being unticked

* Removes some commented code in a modular file

* Fixes part of the create_and_destroy unit test

* Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw)

* Fixes the runtimes related to pod_hair

* Gives the vox a better look in the prefs menu

* Fixes the appearance of functional wings

* Makes synths able to access their robotic wings

* Podpeople don't cause runtimes during CI anymore

* Fixes the random appearance of locked functional wings

* Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones)

* Fixes the coloring on multi-colored sprites

* Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail

* Fixes the screenshot tests for a few species

* Fixes tails going invisible when wagging

* Fixes a runtime with horns

* Fixes showing/hiding mutant bodyparts not working at all

* (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states.

* Fixes synth stuff and starts working on pod hair again

* I DID IT PODPEOPLE HAVE HAIR AGAIN

* Fixes the podpeople hair showing up on more than just podpeople

* Fixes the IPC screens showing up on species outside of synthetics

* Fixes a runtime in the pod_hair and the synth_screen's apply_to_human

* Updates the screenshots for podpeople and synths

* Fixes an issue with a certain type of organs

* Fixes another runtime, whoops

* Fixes the markings from /tg/'s Body Markings not being available in our markings system

* Re-adds support for taur-variants of certain mutant bodyparts

* Hopefully fixes a few more runtimes

* Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier.

* Whoops, that needed to be backwards. :clown:

* Fixes the top snouts not rendering at all

* Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished

* Fixes the weird placement of the Xeno Head Emissives in the prefs menu

* Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware

* Reverts an unnecessary SKYRAT EDIT inside of commented out code

* No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads

I know there's commented out code but I'm going to remove that in another commit

* Removed some more dead code.

* Fixes jellyfish ears being all white

* Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic"

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-16 13:07:24 +00:00
SkyratBot 4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
lessthanthree 7305d12d29 [MANUAL MIRROR] Nightvision Rework (In the name of color) (#19608)
* Nightvision Rework (In the name of color) (#73094)

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

filter transitions.
Found this when testing this pr, seemed silly.

This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color

https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)

https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives

https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)

https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors

https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)

https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs

https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑

* modular edits

* see_in_dark

* [MIRROR] Adds a unit test to detect double stacked lights [MDB IGNORE] (#19564)

* Adds a unit test to detect double stacked lights

* we really need to get that night vision pr done

* lints fixes

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>

* Update augments_eyes.dm

* Update augments_eyes.dm

* eeee

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:17:22 +00:00
lessthanthree 021c9d546e [MANUAL MIRROR] Buff scythes, goats, and plantbgone vs PLANT biotypes (#19215)
Buff scythes, goats, and plantbgone vs PLANT biotypes (#72889)

This buffs scythes, goats, and plantbgone vs PLANT biotypes:

- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object

Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.

Before my changes:

- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp

This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.

🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-03 18:37:34 +00:00
Tom f6edbf0b86 [MANUAL MIRROR] Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344) (#19451)
* Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344)

Re-pr of #66644 with some changes to get it working

![image](https://user-images.githubusercontent.com/51863163/209893337-6a35207b-f097-4fd8-bc51-e66b3273919c.png)

- [x] ~~Huds get cut off~~ Resolved
- [x] ~~Very tall helmets get cut off~~ Resolved
- [x] Hair gets cut off
- [x] ~~Needs optimization before releasing to the world as a pref~~ jk
lol

Look at that fella so cute

🆑 Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev
add: Spacemen can now have varying height. (Admin only for now)
add: Dwarfs are now slightly shorter, but look way better.
/🆑

Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>

* fix conflict

* clarity

* update rouny

* update screenshots

* Revert "update screenshots"

This reverts commit a5427a5238e574869fe364568b7f043bbd287c79.

* Fixes the dwarf screenshot.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-28 16:27:27 -05:00
SkyratBot 69bd792a4c [MIRROR] Mint can gib obese people again [MDB IGNORE] (#18987)
Mint can gib obese people again (#72970)

## About The Pull Request

Changes minttoxin(a toxin) to mintextract(a food).

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/72969

The chef's mint is intended to gib fat people. Due to
https://github.com/tgstation/tgstation/pull/70764, liver functionality
was reworked so that instead of being purged rapidly, toxin's in a mobs
system with 3 units or less have no effect. Since the chef's mint only
has 2 units of mint toxin, it's intended functionality is impossible
under normal circumstances.

By changing the reagent type from toxin to consumable, it restores the
ability to gib.

## Changelog

🆑
fix: Mint Toxin(a toxin) has been changed to Mint Extract(a food). The
chef's mint can once again gib, fatties beware.
/🆑

Co-authored-by: the-orange-cow <76538214+the-orange-cow@users.noreply.github.com>
2023-01-28 20:17:09 +00:00
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
Zonespace e38eee6dee holopara qol update (#72042) (#18438)
holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-09 05:39:54 -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 80d1906bd1 [MIRROR] Basic Mobs can run away [MDB IGNORE] (#18196)
* Basic Mobs can run away (#71963)

## About The Pull Request

That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.

Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.

https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4

Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.

To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.

## Why It's Good For The Game

More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.

## Changelog

🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑

* Basic Mobs can run away

* Modular!

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 23:51:47 +13:00
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 5c6c91144c [MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's

* Update implant.dm

* Hopefully fixes all the failing integration tests!

* Fixes more missing icons

* Even more icon fixes

* Hopefully that was all of them

* Okay now SURELY that's all of them

* I'm tired of this shit man

* Hopefully that's all, for real this time!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-12-28 19:30:05 -05:00
SkyratBot 15faaa54f5 [MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons.

* conflicts

* Modular!

* update modular

* icon icon icon icon icon

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-16 16:01:41 +00:00
SkyratBot 6d723d38f4 [MIRROR] Moves speaking verbs to tongues + subtypes, moves wing sprites to wing subtypes, bodypart damage examines to limbs, fixes sign language not working without a tongue [MDB IGNORE] (#17889)
* Moves speaking verbs to tongues + subtypes, moves wing sprites to wing subtypes, bodypart damage examines to limbs, fixes sign language not working without a tongue

* I forgor

* Modular!

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-10 19:12:10 -05:00
SkyratBot f12c3ff6c3 [MIRROR] Fixes being able to get to centcomm and move through floors when in mechs/boxes [MDB IGNORE] (#17738)
* Fixes being able to get to centcomm and move through floors when in mechs/boxes (#71486)

## About The Pull Request
Fixes #71484 - Adds a check to the down verb to make sure a z level
exists below before trying to move.
Changes some step() in relay_move procs to use zMove instead if they
have a direction of up/down, as this was causing you to be able to phase
through floors if you were in a cardboard box/mech/etc
## Why It's Good For The Game

![dreamseeker_LuXqZUhvNg](https://user-images.githubusercontent.com/22856555/203672877-6b7da56c-494a-49dc-a8c8-13b15c2133eb.gif)
## Changelog
🆑
fix: Fixed being able to move through floors and get to centcomm when
moving up/down while inside mechs and similar movable objects.
/🆑

* Fixes being able to get to centcomm and move through floors when in mechs/boxes

* update modular

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 15:44:43 +00:00
Tom 2fea557a0a Ports fire blossoms (#71242) (#17959)
Adds fire blossoms from White Sands/Shiptest, a glowing lavaland plant by Tiramisu and TetraZeta.

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-06 13:52:45 -08:00
Erol509 cbf2bb9c22 Digi Berserker Amor (#17861)
* Digi Berserker Amor

## About The Pull Request

I converted berserker armor into digi version
(that red one from tendrils)

## How This Contributes To The Skyrat Roleplay Experience

Closing recent issue with it, and new sprite for ash lizards

## Proof of Testing

## Changelog

🆑

imageadd: New Digi version for berserker armor

/🆑

* no idea why thoes 2 pixel dissapeared (FIX)
2022-12-02 22:42:55 -08:00
SkyratBot b9b6a803b0 [MIRROR] Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. [MDB IGNORE] (#17654) 2022-11-22 19:44:59 -08:00
SkyratBot 1a3c84fb85 [MIRROR] Fixes Soul Scythe being able to get to Centcom by moving down on the bottom Z-level [MDB IGNORE] (#17480)
* Fixes Soul Scythe being able to get to Centcom by moving down on the bottom Z-level (#71171)

## About The Pull Request

`/obj/item/soulscythe/relaymove()` was using `get_step()` which doesn't
understand our multi-z system and was happily trying to move Z - 1 which
is Centcom. I'm still not really sure I understand why move() allowed
the scythe to just move right through the floor in this case, I think
moving to turfs with `density = 0` is also behaving strangely and just
skipping some checks that should keep it from moving through the floor,
but to be honest I don't fully understand the move chain and just
changing to `get_step_multiz()` at least keeps the scythe from going to
Z-levels it shouldn't.
## Why It's Good For The Game

Whilst it is fun for the scythe to go on an adventure to forbidden
Z-levels, admins probably don't appreciate these adventures so much.
## Changelog
🆑 VexingRaven
fix: Soul Scythes can no longer phase through the floor into Centcom.
/🆑

* Fixes Soul Scythe being able to get to Centcom by moving down on the bottom Z-level

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
2022-11-15 20:43:08 -05:00
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
Tastyfish 69df5a8320 [MISSED MIRROR] Giant Spider action fixes & Action feedback (#17439)
* missed mirror 70848

* SR modular
2022-11-11 06:42:28 -08:00
SkyratBot 71aa56d14c [MIRROR] concussive gauntlets now launch you away from gibtonite and mine basalt [MDB IGNORE] (#17417)
* concussive gauntlets now launch you away from gibtonite and mine basalt (#71108)

when you mine gibtonite using concussive gauntlets, you now get launched
away from it, so you wont get hit by the explosion
also lets them mine basalt for glass

* concussive gauntlets now launch you away from gibtonite and mine basalt

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-11-09 02:05:50 +00:00
SkyratBot 28b4f1d8ee [MIRROR] makes flight potions use reagent filling overlays [MDB IGNORE] (#17390)
* makes flight potions use reagent filling overlays (#71068)

## About The Pull Request
previously flight potions directly overrode icon state, and also didnt
have a set reagent filling icon so it just resulted in the weird bottle
overlay
now they use them properly. also changes the color of the flight potion
reagent so it looks the same, since it used to be white

## Why It's Good For The Game
shit dont look stupid anymore

## Changelog
🆑
fix: flight potions no longer have white bottle overlays
/🆑

* makes flight potions use reagent filling overlays

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-11-06 16:25:48 -05:00
SkyratBot 075e5cfcde [MIRROR] Brimdemons & Lobstrosities drop (slightly) useful organs [MDB IGNORE] (#17289)
* Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)

Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.

In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.

https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4

The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.

The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.

https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4

If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).

https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4

If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.

* Brimdemons & Lobstrosities drop (slightly) useful organs

* update modular

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-11-04 15:11:05 -04:00
SkyratBot 8b755c4530 [MIRROR] Fixes rod of asclepius going invisible [MDB IGNORE] (#17287)
* Fixes rod of asclepius going invisible (#70915)

Fixes a spelling error that meant the rod tried to change its icon to
one that didn't exist

* Fixes rod of asclepius going invisible

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2022-11-01 00:32:53 +00:00
SkyratBot 49aa0b8d75 [MIRROR] Fixes the berserker suit helmet sprite. [MDB IGNORE] (#17265)
* Fixes the berserker suit helmet sprite. (#70892)

Fixes the berserker suit helmet sprite

* Fixes the berserker suit helmet sprite.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2022-10-31 14:08:42 +00:00
OrionTheFox 868e92f519 Fixes quite a few broken digi suit icons (#17147)
* HECK digi fix (untested)

* Fix broken digi states, remove dupe hawaiian, clarify overshirts

* this file is a fuckin mess, missed repaths, missed pixel
2022-10-28 12:20:45 -07:00
SkyratBot 4b4b4b4971 [MIRROR] Fixes runtime with eye of god on destroy [MDB IGNORE] (#17017)
* Fixes runtime with eye of god on destroy (#70636)

* Fixes runtime with eye of god on destroy

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-10-20 00:00:01 -04:00
SkyratBot 9375c02156 [MIRROR] Moving around while non-existent will not give you a message saying you're buckled to the concept of non-existence [MDB IGNORE] (#17006)
* Moving around while non-existent will not give you a message saying you're buckled to the concept of non-existence (#70483)

* Being removed from existence no longer provides strange feedback messages

* Immortality talisman, too

* Moving around while non-existent will not give you a message saying you're buckled to the concept of non-existence

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-10-19 23:32:45 -04:00
SkyratBot 612568daa0 [MIRROR] Swaps sleep() to use SECONDS define [MDB IGNORE] (#16973)
* Swaps sleep() to use SECONDS define

* merge conflicts and skyrat modules

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-19 19:43:24 -04:00
SkyratBot 2853e3ffef [MIRROR] Wizard DLC - Tower of Babel [MDB IGNORE] (#16978)
* Wizard DLC - Tower of Babel (#69629)

About The Pull Request

This adds a new status effect called - Tower of Babel

Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.

This effect is implemented in several ways:

    Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
    Admin smite option
    Admin secret event (can be reversed)
    Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
    Magicarp will randomly shoot bolts of babel
    Staff of Chaos will randomly shoot bolts of babel
    Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect

The effect can be blocked or cured in several ways:

    Curators are given immunity
    Reading a book of babel (via lavaland loot) cures and gives immunity
    Reading a language book cures and gives immunity ONLY for that particular language

Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak

* Wizard DLC - Tower of Babel

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-10-19 12:25:29 +01:00
SkyratBot 89ff1309fd [MIRROR] fixes boxcutter n a couple other inhads [MDB IGNORE] (#16764)
* fixes boxcutter n a couple other inhads (#70425)

fix: Boxcutters now have inhands again.

* fixes boxcutter n a couple other inhads

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-10 23:42:07 -07:00
SkyratBot 3795ed1a6b [MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split

* e

* STAFE

* e

* e

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 23:00:42 +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 ead1aa0b76 [MIRROR] TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES) [MDB IGNORE] (#16616)
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES)

* Still doesn't compile but there's no more conflicts

* [PR PR] Makes #16616 Compile And Work (#16656)

Oh hey, it compiles!

Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com>
2022-10-06 11:54:38 +01:00
SkyratBot 9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot 32db6d2411 [MIRROR] Properly checks flags with & instead of == [MDB IGNORE] (#16487)
* Properly checks flags with & instead of ==

* merge fixed for changeling

* skyrat equipment updated

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-09-28 16:38:59 -04:00
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 8f033ead91 [MIRROR] Completely refactors hallucinations, and also adds a few [MDB IGNORE] (#16348)
* Completely refactors hallucinations, and also adds a few

* delete 5 old hallucination types that should have been removed

* Fixed old leftover tips conflicts

* Fixes all the leftover conflicts and otherwise broken code

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-25 19:43:45 -04:00
SkyratBot 8720bf61c3 [MIRROR] Adds a unit test for species changes keeping clothings [MDB IGNORE] (#16213)
* Adds a unit test for species changes keeping clothings

* digilegs digital legs

* Fixes the unit tests and an additional runtime too, woo!

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-25 02:12:55 +01:00
SkyratBot d56ee7630e [MIRROR] Kills /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob, also does a lot of Wabbajack refactoring [MDB IGNORE] (#15988)
* Kills `/obj/shapeshift_holder`, replaces it with `/datum/status_effect/shapechange_mob`, also does a lot of Wabbajack refactoring

* Apply suggestions from code review

* fix

* unironically the best solution

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-15 22:29:56 -07:00
SkyratBot 1ea738d69a [MIRROR] Fix book of babel not removing blocked languages properly [MDB IGNORE] (#16181)
* Fix book of babel not removing blocked languages properly (#69801)

Fixes #51114

The book of babel was not properly removing blocked languages, despite it granting the user omnitongue and the ability to understand and speak any language.

* Fix book of babel not removing blocked languages properly

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-09-11 19:55:10 -07:00
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 a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00