Commit Graph

745 Commits

Author SHA1 Message Date
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 96be018eb1 [MIRROR] Refactors Suiciding Variable Into Trait [MDB IGNORE] (#20017)
* Refactors Suiciding Variable Into Trait

* suicide

* https://github.com/tgstation/tgstation/pull/72919

MISSED IRROR

* better suicide handling

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:03:05 +01:00
SkyratBot ac2b1d5ec7 [MIRROR] Restores Spell Card targetting behaviour [MDB IGNORE] (#19776)
* Restores Spell Card targetting behaviour (#73706)

## About The Pull Request

Fixes #52946

This has been broken ever since #44112 which apparently removed the proc
in this component which selected a target for performance reasons and
just... didn't replace it with anything else? So it's been bricked ever
since.

In order to restore the removed mouse tracking behaviour I implemented
the pattern used in scoped weapons and the kinesis module. As this was
the third thing I could find to use this code, I abstracted it out into
an object where most of the shared behaviour lives. I tested those
things too and they still seem to do what they used to.

Here it is in action:

https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4

Because this spell now applies a full screen overlay in order to
function, it's really begging for someone to make some touhou-style art
with cards and patterns around the edge of the screen while you are in
aiming mode, but I'm not going to be the one to make it.

I tidied this component up and refactored it as best I could while I was
reworking it to use a full screen overlay but I am... not totally
confident that it should be a component at all given that it keeps being
created and destroyed. But also it has worked that way for like four
years now, so who am I to say.

Oh yeah also the icon for this spell broke, so I fixed it.

## Why It's Good For The Game

Makes a reasonably terrible wizard spell marginally less bad.
Maybe now that this component works, some other things can use it?
If we make a fourth thing which follows your cursor it won't need to
copy/paste code around.

## Changelog

🆑
fix: Spell Cards from the Wizard spell will now home in somewhat on the
target nearest to your cursor.
fix: The Spell Cards spell now displays the correct icon instead of a
big red "error" text.
/🆑

* Restores Spell Card targetting behaviour

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-11 15:15:26 +00:00
SkyratBot 7c63cd9d99 [MIRROR] Fixes Telepathy range checks not applying when sending messages [MDB IGNORE] (#19764)
* Fixes Telepathy range checks not applying when sending messages (#73865)

## About The Pull Request
So, while there's a range check for selecting a target after moving out
of range, there isn't one for sending a message after moving out of
range.
This fixes that.
## Why It's Good For The Game
The voice behind you is now reasonably behind you rather than across the
station.
## Changelog
🆑
fix: fixed Telepathy messages not having a check for being in range.
/🆑

* Fixes Telepathy range checks not applying when sending messages

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-03-10 22:10:44 +00:00
SkyratBot 6e9e61b360 [MIRROR] Fixes mime finger gun icon and adds logging to vow of silence [MDB IGNORE] (#19715)
* Fixes mime finger gun icon and adds logging to vow of silence

* Update mime_vow.dm

* Update mime_vow.dm

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:43:35 +00:00
Gandalf 0d030f5cbc [MANUAL MIRROR] [MIRROR] https://github.com/tgstation/tgstation/pull/72290 (#19753)
* Turns miming into a trait instead of an unsightly mind boolean (#72290)

https://github.com/tgstation/tgstation/pull/72254 turned to be wildly
unpopular so i'm simplifying it and keeping only the important, code
backend stuff

makes the code gooder, makes mobs without a mind capable of miming (if
that becomes necessary for whatever reason)

Not player facing

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Update scream_emote.dm

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-03-10 06:42:19 +00:00
SkyratBot 6bc8f18d96 [MIRROR] [no gbp] Removes AB_CHECK_INCAPACITATED from spells [MDB IGNORE] (#19641)
* [no gbp] Removes AB_CHECK_INCAPACITATED from spells (#73744)

## About The Pull Request

In #73513 I was a little overzealous and now most spells can't be cast
when you are batoned even though _silence_ is meant to be the counter to
wizards (and heretics).
I took this back off the root of `spell` and then using the principle of
"anything with an invocation should be able to be used while stunned"
checked which spells didn't have invocations.

It seems like literally the only one of _those_ which was problematic
was the one from the original bug, implying that just maybe perhaps I
should have used a targeted solution instead of applying my fix to like
80% of actions in the game.

Side effect: Any non-invocation spell can once again be cast while
time-stopped. So like, Blink, Smoke, Cult Wall Conversion, and Fire
Breath.
Personally I think this is a niche enough interaction that it doesn't
matter and I don't think it's worth adding a new trait and check just
for this one spell.

## Why It's Good For The Game

Numerous abilities like jaunting and notably Hasty Realignment, the
heretic spell which removes stuns from you, were being blocked by stuns.
This makes their owners much more vulnerable than they are supposed to
be.

## Changelog

🆑
fix: Most spells can once again be cast even after someone stuns you
with a baton.
/🆑

* [no gbp] Removes AB_CHECK_INCAPACITATED from spells

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:10:05 +00:00
SkyratBot 93fc6f2a81 [MIRROR] Most actions cannot be used while incapacitated [MDB IGNORE] (#19469)
Most actions cannot be used while incapacitated

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 05:30:59 +00:00
Gandalf 01dbd227c2 [MIRROR] Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918) [MANUAL MIRROR] (#19751)
* Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918)

Adds an alternate greentext objective for Wizards known as the "Grand
Ritual". This was initially the gimmick of a different wizard-related
antagonist downstream. I didn't get permission to port it, so I'm
attaching it to regular Wizards instead.

Wizards will spawn in with a new Grand Ritual button next to their
antagonist info button. Pressing it will pinpoint them towards their
next Ritual Location (a randomly chosen region of the space station).
Once within that location, pressing it will summon a magic circle and
obliterate any dense objects which are in the way. This also puts the
ability on a two minute cooldown.
Clicking on the magic circle with an empty hand will begin a three-stage
invocation to gather magical power. You can interrupt this invocation at
any time and will resume from the last stage you completed (if you
finished two stages you only need to do one more).
Once you complete a ritual, a random event will be triggered based on
how many rituals you have performed so far. These tend to be ones which
annoy the crew in some manner, and Wizard Events are included in the
list. Additionally, something weird will usually happen to the room you
are in.
Then you are assigned a new location and can toddle off to do it again.

Once you have done this three times, you will be picked up by the
station's sensors every time you start a subsequent ritual and should
expect annoyed company to come investigate.
Once you have done this six times, you can finally spend all of that
accumulated power on the seventh Grand Finale ritual. Completing this
grants you victory at the end of the round and will have a larger,
flashier effect which you can pick from a list of options, think of it
like a wizard equivalent of a Traitor Final Objective or Heretic
Ascension.
After that you can still keep doing rituals if you want to pester the
crew further by summoning more random events, you've already "won" at
this point so now it's your job to make them want to go home.

I think it'd be more fun to just find out what the Finale ritual can do
by seeing it happen but maintainers will probably want a list of its
precise capabilities, so here it is:

Currently completing a ritual also has a chance to create Heretic
Reality Tears (of both varieties, available for Heretics to eat and
visible to crew) as a kind of cross-antagonist interaction which seemed
to make sense to me but if this seems thematically or mechanically
inappropriate it's easy to strip out.

* wew

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-10 05:10:51 +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
SkyratBot 480745ce05 [MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat

* spooky scary spider

* Revert "spooky scary spider"

This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8.

* resolve conflicts

* resolve conflicts

* https://github.com/tgstation/tgstation/pull/73724

https://github.com/tgstation/tgstation/pull/73724

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561

* fixes

* wew

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:47:03 +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
SkyratBot 9325ea1758 [MIRROR] Refactor Statue & Creature unobserved behaviour [MDB IGNORE] (#19565)
* Refactor Statue & Creature unobserved behaviour

* Update statue.dm

* Update ProduceConsole.js

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:05:25 +00:00
SkyratBot 88f8ef7adc [MIRROR] Netherworld Mobs Refractor [MDB IGNORE] (#19181)
* Netherworld Mobs Refractor

* Update statues.dm

* Update tgstation.dme

* w

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:44:53 +00:00
SkyratBot f48b604aff [MIRROR] Correct instances of destroying baseturfs in ChangeTurf & Select dimensional anomaly theme [MDB IGNORE] (#19255)
* Correct instances of destroying baseturfs in ChangeTurf & Select dimensional anomaly theme

* events

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:39:30 +00:00
SkyratBot f194b57feb [MIRROR] Basic Mob Spiders II: Elements [MDB IGNORE] (#19268)
* Basic Mob Spiders II: Elements

* Update giant_spider.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-01 11:57:49 -08:00
SkyratBot b8afddcbd6 [MIRROR] Teleport scroll charges cannot be bypassed via clicking the action button [MDB IGNORE] (#19563)
* Teleport scroll charges cannot be bypassed via clicking the action button (#73653)

## About The Pull Request

Teleport scrolls would only deplete a charge if used in hand, however
their implementation actually granted you the spell as an item action
which you could use by hitting the action button, This would not deplete
a charge, and had no cooldown whatsoever.
The action button is convenient and should stay, but I modified the code
so that instead of depleting a charge when clicked it depletes a charge
when the spell contained by the item successfully casts.

I also changed the order of operations slightly in `spell/after_cast`
because using the signal to delete the scroll would also delete the
spell (sensibly, it should clean up after itself) before the last cast
could make smoke, which was sad.

## Why It's Good For The Game

On live the teleport scroll gives all wizards _and_ apprentices the
teleport spell with absolutely no cooldown and infinite usage, which is
probably not intended.

## Changelog

🆑
fix: Using a teleport scroll will deplete a charge regardless of whether
used in-hand or by pressing the action button.
/🆑

* Teleport scroll charges cannot be bypassed via clicking the action button

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-26 19:28:58 -08:00
SkyratBot 3547bff05f [MIRROR] Adds two new Sanguine spells to expand the splattercasting set: Exsanguinating Strike and Scream For Me! [MDB IGNORE] (#19282)
* Adds two new Sanguine spells to expand the splattercasting set: Exsanguinating Strike and Scream For Me! (#73019)

Adds two new spells. These are "Sanguine" school spells, which means
they do not interact with splattercasting. This is good for
splattercasting wizards, because they can use these spells to gain back
blood without losing the blood casting them.

Sanguine Strike

Empowers your next melee attack to deal more damage (either double or
+20, whichever is less), lifesteal for that amount, and steal 50 blood
from your target.

Scream For Me

Touch attack that applies severe blood wounds on every limb of your
target. Yeah, they're going to be dead shortly after.

Splattercasting is a super unique way to play wizard and I think people
are pretty warm to it, but without enough support for getting more blood
back the most common way these people are dying is simply to blood loss.
This should help them replenish blood a bit easier than feasting on
someone, while still leaving feasting as a good option for a LOT of
blood back.

* Adds two new Sanguine spells to expand the splattercasting set: Exsanguinating Strike and Scream For Me!

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-02-11 13:39:24 -08:00
lessthanthree c7e7cb494f [MANUAL MIRROR] Lazarus Injected mobs don't fight each other (#19072)
* Dominate & Lazarus Inject basic mobs. Lazarus Injected mobs don't fight each other. (#72440)

Fixes #72404
The Lazarus Injector doesn't currently work on basic mobs, but should.

Problem:
The EMPed state of the Lazarus Injector is intended to make a revived
mob hostile to everyone except you, including other mobs you have
revived wtih an EMPed Lazarus Injector.
This is trivial to achieve for Simple Mobs which essentially all share
the same AI, but I could not think of a single workable solution for
Basic Mobs which don't, or at least any which didn't come with a tedious
requirement to closely consider this niche item when programming any
additional AI.

Solution:
Change the default behaviour of the Lazarus Injector so this is not a
problem.
If all it does it make the mob loyal to you _and_ friendly to other mobs
which are loyal to you, then it's pretty easy because we can just use
the existing faction flags.

This is unambiguously a buff to using the item for nefarious purposes as
now if you revive four ice drakes and fulton them onto the station they
won't kill each other until only one is left, but is the only workable
solution I could really think of.
A lot of the very dangerous mining fauna can't be dragged so
transporting your army to the station still poses a question.

The alternate solution was just to replace the AI controller of any
emp-revived basic mob with a "zombie" AI controller, but this has the
problem that
A- It would now make things like cows and dogs into hostile creatures
when they previously weren't.
B- It loses any interesting behaviour the mob previously had and for
cases like Bileworms doesn't even make any sense (they'd try to walk and
just get stuck in place).
This ultimately leads to needing to make bespoke versions for various
mobs, which doesn't seem desirable from a maintainability standpoint.

As a side note it's still not a great idea to revive Bileworms _anyway_
as, their ability to move is tied to their ability to attack so once
they don't have a target they will just kind of sit there and if they
_do_ get a target their attempts to help you fight are difficult to
distinguish from attempts to kill you... but at least being able to
revive them makes it easier to make one sapient if you really want to
trap a player's mind inside a body which is incapable of leaving
lavaland.

Additional edit:
At Fikou's suggestion I've also added a sentience comparison proc to
`mob/living` and removed some code duplication which dealt with this
problem in the sentience/mind transfer potions, as well as added it to
the Dominate spell.

This device is meant to revive mobs and it shouldn't be required for
players to memorise an arbitrary list of which mobs it does and doesn't
work on.
Especially as the goal is eventually that all simple mobs should be
basic mobs.
This way of working is more intuitive, even if it is also stronger. I
was surprised when I used EMPed injectors and my "new minions" just
killed each other.

🆑
fix: You can now revive 'basic mobs' with a Lazarus Injector, such as
dogs, cows, axolotls, or carp.
fix: The same category of mobs can also now be effected by the Runic
Golem Dominate spell.
fix: Basic Mobs will switch target if they can no longer attack their
current target; meaning that if you become a Bileworm's friend it will
stop attacking you.
balance: Mobs injected with the Lazarus Injector while it is EMPed will
no longer attack other mobs revived by EMPed Lazarus Injectors.
/🆑

* Update code/modules/research/xenobiology/xenobiology.dm

* Update code/modules/research/xenobiology/xenobiology.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-10 20:22:23 +00:00
SkyratBot fc12508d01 [MIRROR] STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows [MDB IGNORE] (#18775)
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows (#72282)

Adds the Terrify spell, and its associated status effect, Terrified.
This new spell is given to antagonist nightmares, as a part of their
brain. The spell only works in those surrounded by darkness, and will
apply the Terrified status effect if successful. Upon being Terrified,
victims will passively gain **Terror Buildup** if they remain in the
dark. As buildup increases, so do the negative effects, including tunnel
vision, panic attacks, dizziness, and more.

There are two primary methods for mitigating terror buildup. The first
is moving into the light, which will reverse the passive terror buildup
and eventually make it go away. The other method is by getting a hug
from a friendly hand, which will reduce buildup significantly.

Getting a hug from an UNfriendly hand (a nightmare, for instance) will
cause the victim to freak out and be briefly knocked down. This can be
spammed on targets who are caught alone in the dark, keeping them in an
unfavorable position (sideways) and adding to the victim's terror
buildup considerably. Escape into the light as soon as possible, or
you'll be pushed to MAXIMUM TERROR BUILDUP.

To what end? Heart failure. Past the soft terror cap (which limits how
much passively generated terror you can make) exists the hard terror
cap. Bypassing that threshold will cause a stress induced heart attack
and knock you unconscious (embarrassing!)

* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:59:46 -05:00
SkyratBot 1fe0d145a3 [MIRROR] Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind [MDB IGNORE] (#18760)
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind

* Fixes the conflicts and makes shit compile!

* Fixes other things that didn't show up because I hadn't updated

* Fixes the lints.

* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:08:32 -05:00
SkyratBot d012414d8e [MIRROR] sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert [MDB IGNORE] (#19118)
* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert (#73087)

## About The Pull Request

revenant telepathy, genetic telepathy, eldritch telepathy, and split
personality communing now give the person you're sending a message to a
balloon alert to get them to check their chat window

EDIT: also added prayer responses, abductor messaging, and abductor mind
control to this list

EDIT: also added additional feedback for antimagic blocking telepathy
and tinfoil blocking abductor mind control

EDIT: also changed the telepathy reception message to more closely
resemble the prayer response one (they're still not identical, though)

![image](https://user-images.githubusercontent.com/42606352/215655699-5c6156a3-02ec-43e8-8cce-55a217888a7b.png)

![image](https://user-images.githubusercontent.com/42606352/215940716-d62706a6-294e-4677-8278-21bc1a969d19.png)

![image](https://user-images.githubusercontent.com/42606352/215940801-d842c448-4924-45e8-822c-bd74c66ca87f.png)
I tested the prayer stuff too, you'll just have to trust me on that one.

## Why It's Good For The Game

fixes https://github.com/tgstation/tgstation/issues/73031

## Changelog

🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑

* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2023-02-03 16:01:09 +00:00
SkyratBot 2052489e36 [MIRROR] Fixes mime's vow of silence requiring wizard robes to be casted. [MDB IGNORE] (#19085)
* Fixes mime's vow of silence requiring wizard robes to be casted. (#73093)

## About The Pull Request
As it says in title. Also somewhat fixes this #73060
## Why It's Good For The Game
Cringe mimes can speak again/Changeling mimes can pretend other people
again.
## Changelog
🆑
fix: Mime's Vow of silence will no longer requiere wizard robes to be
casted.
/🆑

* Fixes mime's vow of silence requiring wizard robes to be casted.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-02-02 16:18:36 +00:00
SkyratBot c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
SkyratBot 8e8002b555 [MIRROR] Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars [MDB IGNORE] (#18348)
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars

* merge conflicts

* adjust_eye_blur and set_eye_blur_if_lower

* adjust drowsiness overdoses

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 13:14:47 -05:00
SkyratBot 7ee524f748 [MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp

* maps

* missed killing main carp file

* shorki and ocean biomes

* shorki 2: pet-a-boogaloo

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 05:48:50 -05:00
SkyratBot b80abedb59 [MIRROR] refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock [MDB IGNORE] (#18209)
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock

* merge conflict

* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats

* use upstream surplus loot crates

* syndicrate

Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-07 01:42:14 -05:00
SkyratBot 0f432996c1 [MIRROR] Fixes smoke spell being not-robeless [MDB IGNORE] (#18455)
* Fixes smoke spell being not-robeless (#72222)

Makes smoke spell work while robeless as intended,
this fixes cases like the Traitor Ninja kit now allowing you
to actually use the spell that comes with it.

* Fixes smoke spell being not-robeless

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-01-01 09:14:10 -08:00
SkyratBot 8edcf87524 [MIRROR] Instant Summons will now brutally rip out embedded objects, and drag the embedee to you if nearby. [MDB IGNORE] (#18428)
* Instant Summons will now brutally rip out embedded objects, and drag the embedee to you if nearby. (#71848)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

The instant summons spell will cause embedded weapons to be violently
torn out from victims upon being recalled away. This comes with bonus
removal damage and a piercing wound. If you are near the victim as this
happens, they will be violently launched towards you. Make sure not to
let them fly into you!

Feel free to try it with the High-Frequency Blade (100% embed chance)
next time you're wizard.

Also, if the numbers on this seem a bit extreme, give me a heads up.
Combat balance isn't exactly my forte.

https://user-images.githubusercontent.com/28870487/206542566-0cf72e21-332e-48a5-801b-0f8478ef24ff.mp4

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Adds an interesting synergy to one of the more commonly accessible
spells. Get creative, get violent.

Encourages people to use summons for more interesting things than
shove/steal insurance.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
balance: Instant Summons will now violently tear out embedded objects as
they are summoned, and will drag embedee to you if nearby.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

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

* Instant Summons will now brutally rip out embedded objects, and drag the embedee to you if nearby.

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2022-12-31 08:17:11 -08:00
SkyratBot e396fbca22 [MIRROR] Touch spells can now be used for high fiving, which casts it on the high-five-ee. [MDB IGNORE] (#18354)
* Touch spells can now be used for high fiving, which casts it on the high-five-ee.  (#71978)

## About The Pull Request

![image](https://user-images.githubusercontent.com/51863163/207437877-cecbad86-9af4-44ea-a1d9-75d16087e2c5.png)

https://user-images.githubusercontent.com/51863163/207440026-bbb77b71-1b9a-4330-9192-61b50e079df2.mp4

Offering a touch spell to someone will offer them a high five like with
the slapper.

If someone accepts your offer to high five, you will cast the spell on
them.

### **Important distinction: Cult spells are not touch spells they
aren't even spells**

## Why It's Good For The Game

A funny interaction with the offer system. High five people with smite
for fantastic results.

## Changelog

🆑 Melbert
add: You can now high five people with (non-cult) touch spells! Maybe be
careful high-fiving a wizard who knows Smite.
/🆑

* Touch spells can now be used for high fiving, which casts it on the high-five-ee.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-28 22:40:33 +00:00
SkyratBot 716e7ed58c [MIRROR] Gives shadow jaunt users a warning before moving into a lit area [MDB IGNORE] (#18303)
* Gives shadow jaunt users a warning before moving into a lit area (#72154)

## About The Pull Request

When using Shadow Jaunt, if you are about to walk onto a tile that will
force you out of your jaunt, you will receive a warning and be held back
for a moment. After the delay, you will have a window to continue moving
into the light and leave your jaunt. If you need to get out of your
jaunt sooner, you can manually exit the shadow jaunt with the action
button.

https://user-images.githubusercontent.com/28870487/209010307-f8973e2d-b92d-4d2b-b0a1-3211a6eb034d.mp4

(It's a bit faster than shown in the video, just trust me)

It's not perfect, and with bad timing you might slip out of it anyways,
but it's better than nothing. If you are intentionally trying to bypass
a wall, you'll have to wait out the delay if you want to come out on the
other side of it.

There's a few minor code changes to help facilitate this.
check_light_level no longer ejects the jaunter on its own, instead
returning true or false based on if the light level is above the
acceptable amount. It also now receives a location to check the light
level of, rather than strictly checking the location of the jaunt
effect.

If this ends up being too clunky or restrictive, I'd be fine with
changing the warning to a toggleable option on the Nightmare's HUD.
## Why It's Good For The Game

Shadow jaunt moves you very fast, and is difficult to move precisely in
(especially when under the pressure of a tactical retreat). It's not
uncommon for Nightmares to accidentally fling themselves past a wall in
maintenance and be exposed in an unfavorable location.

There are already so many ways for a Nightmare to be screwed over.
Accidentally walking through a wall and dying is probably one of the
lamest.
## Changelog
🆑 Rhials
qol: Shadow Jaunter users now receive a brief warning before walking
into light and being forcibly un-jaunted.
/🆑

* Gives shadow jaunt users a warning before moving into a lit area

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-24 21:25:10 -08:00
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 d5b5191e9d [MIRROR] Revolver Resprites: Imaginos Edition [MDB IGNORE] (#18166)
* Revolver Resprites: Imaginos Edition

* Removes the aesthetic module sprite

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Halcyon <81479835+Ebin-Halcyon@users.noreply.github.com>
2022-12-16 01:15:37 +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 5ffc3c2dc8 [MIRROR] Fixes cursed duffelbag's permanent curse (again), unit tests it. [MDB IGNORE] (#18146)
* Fixes cursed duffelbag's permanent curse (again), unit tests it. (#71969)

## About The Pull Request

Curse of hunger did some funky stuff by checking for
`slot_equipment_priority` (which ONLY BUCKETS use) and registering
certain signals based on that

The signals they were using instead didn't pass the unequipper, so the
curse never got removed on unequip.

Replaced them with just equip and drop, as equipped and dropped work
just fine for it.

Unit tests this.

## Why It's Good For The Game

Infinite curse of clumsy and pacifism is kinda bad

## Changelog

🆑 Melbert
fix: Dufflebag Curse no longer lasts forever after the bag is destroyed.
fix: Dufflebag Cursing someone already afflicted properly doesn't try to
add the curse again
/🆑

* Fixes cursed duffelbag's permanent curse (again), unit tests it.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-14 22:39:53 -08:00
SkyratBot 512f2a8f38 [MIRROR] Fix instant summons silent fail case [MDB IGNORE] (#18147)
* Fix instant summons silent fail case (#71960)

## About The Pull Request

Continuation of #64862 (psst @ optimumtact)

By using `break` once an anchored object is detected whatever containing
object (or the mark itself) that was selected previously is teleported.

Currently instant summons is easily defeated by wrenched lockers,
microwaves and more, with no notice to the wizard of why their item is
not appearing. They also cannot bind the spell to anything new as a
result. This PR seeks to fix that.

## Why It's Good For The Game

Fix good.

## Changelog
🆑
fix: Instant summons spell now safely and reliably retrieves items from
inside of anchored containers.
/🆑

* Fix instant summons silent fail case

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2022-12-14 22:39:28 -08:00
SkyratBot 565af6876b [MIRROR] Makes dog a basic mob [MDB IGNORE] [MDB IGNORE] (#17930)
* Makes dog a basic mob [MDB IGNORE]

* conflict

* map updatepaths

* minor banana spider improvement

* unnecessary SR edit, minor path stuff

* chadian, borgi

* tram conflict

* fixes after testing

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-12-12 16:45:23 -05:00
SkyratBot cf67304574 [MIRROR] Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates [MDB IGNORE] (#17920)
* Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates

* [PR to PR] NRI raider de-conflicting (#17921)

* sosig

Update revolver.dm

* Update nri_raiders.dm

* Apply suggestions from code review

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Update nri_raiders.dm

* uhuh

* Update nri_raiders.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-08 09:43:43 -08:00
SkyratBot fcdf5d850c [MIRROR] Psykers [MDB IGNORE] (#17825)
* Psykers (#71566)

## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

![image](https://user-images.githubusercontent.com/23585223/204150279-a6cf8e2f-c678-476e-b72c-6088cd8b684b.png)

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).

## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑

Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Psykers

* commented out stuff is now in

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-03 19:45:18 -08:00
SkyratBot a70a6a8055 [MIRROR] Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED [MDB IGNORE] (#17670)
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED

* modular RegisterSignals

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-28 14:51:08 -05:00
SkyratBot a101d66658 [MIRROR] Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible [MDB IGNORE] (#17535)
* Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible

* Apply suggestions from code review

* few more flag bits

* our shit

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>
2022-11-28 00:09:31 +00:00
SkyratBot 8c84bb2ff1 [MIRROR] the shocks from spell packets now have SHOCK_NOGLOVES [MDB IGNORE] (#17773)
* the shocks from spell packets now have SHOCK_NOGLOVES (#71506)

## About The Pull Request

See title.

## Why It's Good For The Game

Atomized from https://github.com/tgstation/tgstation/pull/71426.

The shocks come from you being hit in the chest by a packet of enchanted
birdseed, not from touching something with your hands.

## Changelog

🆑 ATHATH
fix: The shocks from the spell packets spell are no longer blocked by
insulated gloves.
/🆑

* the shocks from spell packets now have SHOCK_NOGLOVES

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2022-11-27 07:56:23 -08:00
SkyratBot 431478f390 [MIRROR] Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. [MDB IGNORE] (#17658)
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)

## About The Pull Request

- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.

- Number of influences has increased.
  - 5 at 1 heretic
  - 9 at 2
  - 12 at 3
  - 14 at 4
  - 15 at 5
  - 16 at 6, and so on

- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.

- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.

- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.

- Touch spells were refactored a bit, and overall expanded to be easier
to use

- Charged spells were added, and charged beam spells. Tesla blast uses
this.

- Cone spells were refactored to be easier to setup.

- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.

- Heretic Ghouls now take less stamina damage based on how low their
health pool is.

- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion

## Why It's Good For The Game

A lotta feedback has passed through about heretic and it's time to
address some of it

- Problem: Not enough cool flash spells. Makes Focus not worth it.
   - Solution: Adds some more spells to encourage focus use.

- Problem: Sacrifice targets being too willing or not harmed enough
   - Solution: A permanent trauma.

- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.

- Problem: Ash Passage sucks
   - Solution: Makes it a smidge better to stay hidden with it.

- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.

## Changelog

🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration.
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑

* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands.

* MIRRORS tgstation/tgstation#70561

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-11-22 15:32:52 -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
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 62c02030e3 [MIRROR] Convert mouse and rat to basic mobs [MDB IGNORE] (#17215)
* Convert mouse and rat to basic mobs

* run the UpdatePaths script you borb

* packs and nests

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-28 21:27:47 -04:00
SkyratBot 3c2b30b7d6 [MIRROR] Splattercasting, an offensive, sanguine equivalent to Lichdom. [MDB IGNORE] (#17076)
* Splattercasting, an offensive, sanguine equivalent to Lichdom. (#70637)

A spell similar to lichdom, though with different conditions.

Dramatically reduces your cooldowns
Cooldown saved is converted into blood lost
You are now a vampire, drinking blood refills your bloodwell, and you're naturally slowly running out.
New school, Sanguine spells, which aren't affected by splattercasting and generally involve blood.
Species change allowed by @ SuperNovaa41

* Splattercasting, an offensive, sanguine equivalent to Lichdom.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-10-21 16:31:10 -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 f8578a11fb [MIRROR] Fixes some incorrect before_casts (personality commune, revenant) [MDB IGNORE] (#16850)
* Fixes some incorrect `before_cast`s (personality commune, revenant) (#70339)

before_cast returns a bitflag, shouldn't return a bool. Bools will break it, TRUE especially cause it's the same as CANCEL_CAST. See

    Fixes tesla blast #69394

Fixes #70302

I'll see if this can be unit tested as well

* Fixes some incorrect `before_cast`s (personality commune, revenant)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-10-14 08:16:49 +01:00