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32 Commits
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. |
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8d14688256 |
Fixes some issues with paper planes (#81453)
## About The Pull Request 1. paper's examine was defined twice, which made spacemandmm throw a minor notice about 2. paper's altclick had a second arg for some item, which would never be the case because that's not a real arg 3. there was a check for src's type, now just removed to the type's altclick 4. some papercode was sitting in paper plane code file, now moved the rest is misc changes such as replacing camelCase and using SECONDS. ## Why It's Good For The Game None of this is player-facing but it's updating some rather old code to more modern code standards. ## Changelog Nothing player-facing. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f8ec3591bc |
The "Guide to Advanced Mimery" series now make but the faintest noise when turning their pages (#81068)
## About The Pull Request
What it says on the tin. To fit with the description of volume 1 ("The
pages don't make any sound when turned."), they now use the sound of
faint rustling instead of the default page-turning sound effect.
Pictured below (you may wish to turn up your volume):
https://github.com/tgstation/tgstation/assets/80640114/e9867815-8e33-47a5-83e2-19fc979e15d6
## Why It's Good For The Game
Makes the book's behaviour consistent with their description, plus it's
just fitting, isn't it?.
## Changelog
🆑
sound: The Guide to Advanced Mimery book series now only make a very
faint noise when turning their pages, in order to match their
description
/🆑
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e21dc5fec7 |
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 ## Why It's Good For The Game Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. ## Changelog 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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bc60d6e277 |
Sleeping Carp grant scroll no longer says deflect with throw mode (#79656)
## About The Pull Request https://github.com/tgstation/tgstation/pull/79517 changed sleeping carp to use combat mode to deflect instead of throw mode, but didn't change the grant scroll text to reflect. I doubt anyone reads that anyways. |
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ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## 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. --> 🆑 add: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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7cce84a33c |
Fix crafting granters runtiming for food items (#79191)
## About The Pull Request Caused by #77465 Two global lists, food items are only found in one. This locate failed and caused the next line to runtime error. ## Changelog 🆑 Melbert fix: Cooking Deserts 101 grants all intended recipes /🆑 |
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d93dfbc35c |
Adds Summon Cheese (#77778)
oh apparently this is my 100th PR on tg, which is weird because github reports 99 total, and i made at least one to the old voidcrew repo, and filtering tg prs by my name still shows 99. weird. here's to 100 more i guess? <sub>could have been better if it was a get, jhonflupwliiard watch ur back 🔫 </sub> ## About The Pull Request Adds a new spell granter book to the Wizard's Den - Summon Cheese, which grants the spell by the same name, which summons 9 heads of cheese. That's about it, I think. ## Why It's Good For The Game Wizards are a hungry bunch, so why can't they just summon food? They can even share, if they'd like, since the notion of a friendly wizard still exists <details> <summary>... </summary> alright fine i'm slightly malding over not getting the 77777 get so no more roleplaying in the pr body Wizard Grand Ritual now has a hidden goal of sacrificing 50 cheese wheels. Sacrificing a cheese wheel is done with invoking the grand rune, and each invocation/pulse of the rune will whisk away more cheese until all cheese on the rune is taken by whichever entity lurks in the other realm. The sacrifice will be hinted at in an _ancient parchment_ which will be on the bookshelf (when i add it lmao) alongside the spell book. Meeting this cheese goal will lock the wizard's grand finale rune and grand finale effect to special ones. The cheese rune is mostly identical to the normal grand rune, barring the custom sprites/animations. The cheese finale consists of the wizard getting permanent Levitation (nogravity + free space movement), a 0.5 modifier(reducing incoming damage in half) to every damage type, a comically strong mood buff and **The Wabbajack**(separate sprite pending) - a juiced up chaos staff which can fire a lot more projectiles than a normal one can (it will get more, I may even make a few just for it). Everybody else (including any invader antags) gets hallucinations, 175 brain damage and a comically strong mood debuff, as well as a vendetta against the wizard. If the victim was already suffering from hallucinations from a trauma (including the quirk), they are instead healed. if you didn't catch the obvious reference, this entire shtick is a tribute to Sheogorath. the rune makes use of daedric script, and most of the catchphrases are a direct quotation of the Daedric Prince of Madness, so if any of those things can get us in trouble somehow, let me know. i will be sad but i will comply. This shtick is intended as an easter egg, really, so I wasn't really planning on expanding the wizard grand finale into heretic paths thing or whatever. Oh, and finale grand runes now allow the wizard to select the effect even if it's time-gated. If it is, you just won't be able to invoke it until the time comes. The rune will tell you how much time is left until you can invoke it. And grand finale runes with a finale effect selected also glow in the color of their effect. I also think I fixed some step of the grand rune animation not triggering but I'm not sure. <details><summary>Some rune animations (some are subject to change)</summary>   </details> ## Why It's Great For The Game it's funny </details> ## Changelog 🆑 Sealed101, EBAT_BASUHA for spritework add: Wizard's Den now has a book of Summon Cheese in the Studies Room /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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4ed6811538 |
Fixes mime book consuming itself when it isn't supposed to (#77513)
## About The Pull Request ``on_start_reading`` now has a return value, which the mime book will use to early return out if an option isn't selected. I also tested fikou's report of it eating its use while in the dark and this seems to fix that as well. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/77441 Fixes cancelling out of the mime book giving you the spells and removing its use. ## Changelog 🆑 fix: Mime spell books don't eat itself when used in the dark or cancelled out of. /🆑 |
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4d654c7e2a |
Crafting recipes without an explicit name are now named after their results. (#77465)
## About The Pull Request What it says on the tin. The code comment accompanying the "name" var suggests this was already the case, but it was only true for the crafting UI. Adjusted some other code that gets recipe names to account for this change. ## Why It's Good For The Game Convenient, both as a fallback and for the sake of avoiding repetition where it isn't necessary. That said, I haven't gone out of my way to remove pre-existing names that match the result, in case that practice is still considered desirable. It also fixes #77379 and similar issues. ## Changelog 🆑 fix: crafting recipes without a name, such as the mothic pizzas, will inherit the name of the item they make /🆑 |
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4e91d057d7 |
Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)
## About The Pull Request This PR adds a new wizard ritual (the kind that require 100 threat on dynamic) This ritual allows the wizard to select one spellbook entry (item or spell), to which everyone on the station will be given or taught said spell or item. If the spell requires a robe, the spell becomes robeless, and if the item requires wizard to use, it makes it usable. Mostly. - Want an epic sword fight? Give everyone a high-frequency blade - One mindswap not enough shenanigans for you? Give out mindswap - Fourth of July? Fireball would be pretty hilarious... The wizard ritual costs 3 points plus the cost of whatever entry you are giving out. So giving everyone fireball is 5 points. It can only be cast once by a wizard, because I didn't want to go through the effort to allow multiple in existence ## Why It's Good For The Game Someone gave me the idea and I thought it sounded pretty funny as an alternative to Summon Magic Maybe I make this a Grand Finale ritual instead / in tandem? That's also an idea. ## Changelog 🆑 Melbert add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to grant everyone on the station one spell or relic of their choice! /🆑 |
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63d6c2e962 |
Adds in the smoothbore disablers. (#76773)
## About The Pull Request This PR adds in a craftable smoothbore disabler, a pistol companion to the lethal laser musket. Unlike the musket, it fires a disabler shot. Singular. Weak in armor too. After you fire it, you've gotta crank it, but only one crank. The good thing about it is that you can simply add more smoothbores to your inventory, and use 4 of them to take down a target. The bad thing is that it's a smoothbore (which for an energy weapon, means no lens is installed). It has 22.5 degrees of inaccuracy. Have fun. Militia Men start with a holster containing two of these, fitting with their equipment. But of course, the Militia General has an upgraded laser musket, so... He needs a better smoothbore too. **INTRODUCING THE ELITE SMOOTHBORE DISABLER** Using ANCIENT TECHNOLOGIES and PURE BLING, you can fire TWO shots, not be weak against armour AND have actual accuracy (and a +5 damage boost because i figured why the hell not). This is the strongest upgraded variant of the shitty maint guns, so the tome to craft it is currently unavailable. I want someone to figure out a creative way to put it somewhere that isn't just a random spawn in maintenance.  The Militia General only has one elite smoothbore. It's too rare and powerful to simply have two. Even though a regular disabler is better in every way. Smoothbore Disabler Recipe: 1x Weapon Stock 5x Cable Coil 1x Pipe 1x Micro-Laser 1x Power Cell 1x Mouse Trap Needs: Screwdriver, Wrench. Takes 10 seconds to make. Elite Smoothbore Disabler Recipe: 1x Smoothbore Disabler 5x Gold Ingots/Sheets 1x Hyper-Capacity Power Cell 10u Tempomyocin Needs: Screwdriver. Takes 20 seconds to make. Recipe requires recipe book. ## Why It's Good For The Game Having a sidearm to go with your laser musket is neat, alongside the fact that it just allows following up on someone. I don't have much to say honestly, I just think it's neat. Also the idea of an assistant going FULL BLACKBEARD, carrying 4 pistols and having to toss them away in order to shoot again cracks me up. Oh and this is the part for coders: I've de-spaghettified some code with the maint gun recipe granters, and the gun crank is now a component. It's likely you could use it on any item that sends the proper signal, so I kind of overbuilt it on purpose. Also the attack_self on guns now returns parent. This should allow it to send a signal alongside putting your grubby fingerprints on the weapon when you switch modes. There could be bugs but they should be easy to fix if they pop up, mode switching on guns works without a fuss. ## Changelog 🆑 add: Added the smoothbore disabler and it's prime variant. You can now craft a disabler with only one shot and terrible accuracy. code: Gun cranking has been made a component and could theoretically be used on more than guns. /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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b9fa1bc8f4 |
The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request This adds a craftable laser musket to the game. It's slow and unwieldy, but consistent! I'd be happy to tweak the numbers if it's too good/bad. This PR also adds an independent militia ERT, who travels the spinward sector to help defend stations! TO DO LIST: - [x] Finish worn sprites - [x] Add a crafting recipe on par with the pipegun - [x] Add bayonets - [x] Separate charging into two stages and REDO THE AUDIO AAAA - [x] Clean up code (Needs review, totally) Scrapped: - Possibly add overcharge mechanic (This is just beyond my skill level for now) - Find a unique sound for the weapon firing (We have a unique projectile, and I can't a sound that fits more than the laser gun one)      Inhands by RedSentry27 Suit sprite by Kinnebian Prime Laser Musket sprites by RedSentry27 Balance Considerations (ew): 25 damage (30 on prime) Normal wound 40 Stamina damage (45 on prime) Weak to armour (prime not weak to armor) 2 second charge time, needs to be charged twice No overcharge Requires two hands to hold (like a chainsaw) Crafting Recipe: One rifle stock Fifteen Cable Coils Four Iron Rods One micro laser One capacitor One pair of prescription glasses One drinking glass Craft for 10 seconds with a wirecutter and screwdriver Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a space ranger") One laser musket Fifteen cable coils Five silver One water recycler Fifteen units of nuka cola Craft for 30 seconds with a screwdriver while wearing cowboy boots and a cowboy hat ## Why It's Good For The Game The idea of assistants and revs forming firing lines in the halls to shoot eachother sounds hilarious. Besides, we need a parallel to the pipegun, and this is the funniest way to do so. ## Changelog 🆑 Cheshify, Kinnebian, and RedSentry27 add: Maintenance engineers have sent out blueprints across the sector for a new laser musket. admin: A new energy-gun toting ERT is available to send to the crew. --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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5509c32ced |
Improves some confusing aspects of the Library (#75781)
## About The Pull Request The barcode scanner now uses balloon alerts and only has 2 modes: check in and add to inventory. It used to have 4, 2 of which were useless. Added a title and author to chuuni granter so it's not broken to the Curator's console. Moves inventory ui data stuff to ui static data so we can reference it in checkout, which now uses a dropdown list of all books in checkout, instead of having you fill out the name of the book yourself. Removes sending things to a computer by scanning a book then connecting it to a computer. Just connect it to a computer first, there's no need for this copy and paste stuff. Finally, lets the book bag hold posters, since the Curator prints them and it would be nice if they can also carry them without filling a bag. Video was taken before the balloon alert stuff so just ignore that part https://github.com/tgstation/tgstation/assets/53777086/e78011af-fb23-4553-a92d-f3dcc8bb5601 ## Why It's Good For The Game The library is currently very confusing for new people to figure out, I thought this might be able to help with that. The dropdown in the UI now means it's easier to give out books in inventory, and you can no longer just type whatever the hell you wanted. ## Changelog 🆑 qol: The Curator's barcode scanner has been simplified into 2 modes: check-in and add to inventory. qol: The Book bag can now hold posters. ui: The library console can now lend books out easier with a dropdown menu to all inventory books. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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f9b29c463f |
Fixes Guide to Mimery from pulling up Book Page (#75453)
## About The Pull Request The Guide to Dank Mimery pulled up a book page due to calling back to the /obj/item/book attack_self proc. ## Why It's Good For The Game Fixes an issue that can make it difficult to pick an ability, also just a blatant issue. ## Changelog 🆑 fix: fixes the guide to mimery radial menu. refactor: refactors how the mime book works. /🆑 |
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dff70625e7 |
Bible refactor (#75350)
## About The Pull Request This started as a simple addition where burning a bible would curse you, but then I realized... Bibles aren't even proper books, thus can't be burned! So yeah, since that is not necessary due to how atom_storage works, I reworked that. ## Why It's Good For The Game Because burning bibles and getting cursed for it is funny.   ## Changelog 🆑 add: You can burn bibles now! But heresy has a steep cost... /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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9c0900bc9f |
Adds the Death Sandwich to the game (#75013)
## About The Pull Request Adds the Death Sandwich to the game, the ultimate form of bread-conveyed-meat-based consumables.  And remember; Eat it right, or you die! ## Why It's Good For The Game I'm genuinely surprised we don't already have a meatball sub in the game also I love humor food, and I doubt my edition of the Eggcellent Challenge would ever be merged if I tried to do so, so this is the next best thing. ## Changelog 🆑 Wallem add: The ancient recipe for the Death Sandwich has been rediscovered buried in the deepest depths of an erupting volcano. /🆑 |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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c3b78761d2 |
Adds Chuunibyou Spell + Granter (#74404)
## About The Pull Request My April fools this year, though not going to call it one because some people think it should just be actually merged. ### Chuunibyou Powers 🌟 Wizard gets a new spell for 2 points that gives him the powers of chuuni. This makes them have ridiculous shouted invocations for all their spells, their spells are colored pink, and they heal slightly when casting one. While mostly a meme spell, I could see a tailored loadout like lichdom and splattercasting that takes advantage of the unique spellcasting changes, like a very low cooldown spammable loadout to heal quickly. There is also a granter book in the library, which teaches a version of chunni that doesn't heal. #### Medical eyepatch I added it, chuuni wizards get a NODROP version. ## Why It's Good For The Game This PR bestows upon the game the glorious gift of chuuni powers, the ultimate manifestation of my hidden potential and the secret truth of this world, which only I and a few chosen ones can comprehend and unleash! Why wouldn't you want it?! In all seriousness, it is a unique wizard playstyle and it will make for some funny memes. Beyond wizard, the chaplain, heretics, or mime can read it in the library for a very silly round. I like it! ## Changelog 🆑 add: Chuunibyou wizards, and chunni granters in the library add: Medical eyepatches /🆑 |
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c3a1f21c1a |
Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind (#72267)
## About The Pull Request - Nearsighted is now a grouped status effect. - Blindness is now a grouped status effect. - Eye handling of blindness has improved. - When eyes are removed, they now cause you to become blind, rather than handling it in `update_tint`. - Being ahealed no longer blinds you for one tick, meaning that black overlay on aheal is gone. - Temporary Blindness is now a status effect. - Both Nearsightedness and Blindness have been exorcised from mob vars and life chains. This means that we've finally cut 2 procs from life, `handle_status_effect` and `handle_traits`, and moved both to event based processing. Wooo optimizations. - Swapped pacifism status effect to use apply and set helpers. - Removed an unused admin toggle that disabled welding helmet tint but also tint from every clothing item and also blindness from losing your eyes. - Clothes now generally all blind their mob more consistently. - Oculine, eye surgery, and sensory restoration are now no longer the only way to fix blindness from eye damage. If your eyes are healed through any other means, it will also heal your blindness. - Some things that made you blind, such as ling blind sting, no longer just flat made you blind from eye damage forever. They now cause eye damage directly, which in turn makes you blind from eye damage, as expected. - Pacifists can't eyestab anymore. Eyestabs now have a limit on the amount of blur applied. - Refactored some `is_x_covered` procs to accept flags rather than have a lot of arguments for some silly reason. - Unit tests for blindness. ## Why It's Good For The Game Blindness was exceptionally poorly handled prior, primarily due to the fact that it was tied to the mob instead of separated out On top of that the system put a LOT of faith in proper handling of blindness on the coder's end which was misplaced evidently. Many places didn't update or handle blindness correctly, or just let people perma-blind. Deferring it to a status effect improves this a lot ## Changelog 🆑 Melbert refactor: Refactored blindness and nearsightedness. Important to note is that all mobs are naturally blind until their eyes are actually created. refactor: Refactored "is covered" procs fix: Less sources of blindness now cause permanent blindness. Includes the "Blind" Spell and "Blind Sting" from changelings. admin: Ahealing someone no longer flashes the blind overlay for 1 tick. admin: I removed an unused (sort of) inaccessible admin verb that allowed you to toggle the tint from all welding helmets (and clothing) (and lack of eyes) in existence, let me know if you want similar back balance: Changeling "Blind Sting" now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Visionloss virus symptom now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily healed blindness and nearsightedness from eye damage reagrdless of how damaged the eyes were, and applied blur on success. Now, Oculine just heals eye damage, and blindness / nearsightedness is restored in the process. There is now a probability every tick that eye blur is applied based on how pure the oculine is while healing very damaged eyes. balance: Pacifists can no longer eyestab. balance: Any clothing item that covers your eyes contributes to getting the bonus while sleeping, and to removing temporary blindness faster /🆑 |
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0631fe5bde |
Add Croissants & Traitorous Baking Techniques (#72232)
## About The Pull Request This is my Christmas present to mimes everywhere. First of all this adds Croissants, because I thought they already existed and was shocked to learn that they did not.  Here's a croissant and an unbaked croissant. In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly simply from sugar, dough, and butter. Secondly it adds this pack of traitor gear, exclusively for Mimes and Chefs.  The contents of this pack are: - One combat baguette, indistinguishable from a regular baguette. If wielded as a sword it gains a 50% block chance (equal to the Captain's sabre) and does 20 damage. - Two throwing croissants, which do 20 throwing damage and return to your hand like boomerangs. - A cookbook which teaches you the secret to turning croissaints into deadly boomerang weapons. You make a croissant into a throwing croissant simply by inserting an expertly bent iron rod into it. The chef can't make any use of the baguette unless they also gain the ability to mime, but they can use it to make food. https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4 Watch me here struggle to use them to kill an ape (they don't return to your hands if thrown at an adjacent tile). ## Why It's Good For The Game It's insane that croissants aren't already in the game. This gives mimes an "invisible" sword to go with their invisible gun (it announces to everyone nearby when you're about to use it, but they can't know if it's just a _regular_ baguette). It's funny to throw bread at people. ## Changelog 🆑 add: You can now bake croissants to add to your breakfast. add: Traitorous chefs can bake dangerous throwing croissants, Mimes can do this and gain the additional benefit of a deadly combat baguette. /🆑 |
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7687a28e7c |
refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock (#71869)
## About The Pull Request After all, the Syndicate loves a good throwback.  This PR does a few things with the goal of reimplementing and revitalizing syndicate traitor kits and the syndicate surplus crate. Of note is that I have added in a way for limited stock items to share their limited stock. Following maintainer guidance the syndicate traitor kits have increased in price and as a result some of the lower value ones have been adjusted. I've given all active bundles current TC costs per item knowing full well they will be inaccurate eventually. <details> <summary>Changes as a result of my audit of syndikits</summary> ### UNCHANGED Recon, Spai, Stealthy, Screwed, Sniper, Nukie Meta, Implants Mad Scientist, Bees Lord Singuloth is also unchanged and disabled, I think that it should turn into a new supermatter themed kit maybe. outside of current scope. ### Gun Kit Replaced emag with doorjack and gave it a chameleon holster, literally moved 1 tc elsewhere ### Murderer replaced emag again, no additions its a lot of tc and Just Good ### Hacker added doorjack, otherwise unchanged ### Sabotage no changes other than adding in extra bombs it didnt have ### James Bond gave him some gadgets with the freedom implant, emp flashlight, and one x4. also a cyanide pill and deck of cards for fun ### Ninja Added in miner Jump Boots, smoke spell, and doorjack. dont just want it to be space ninja ### Dark Lord Added in new lightning bolt spell granter and made the desword default to red. probably overbudget. ### White Whale dehydrated carp added so you can ride it alongside the ones you grenade out. hard to imagine changing this ### Mr Freeze changed temperature gun to be cryo only so that i could give him the cryo thermal pistol. cold attacks only. ### 2006 Traitor doorjack. </details> tl;dr theyre all about 30 tc worth of shit more or less some are more but thats what rarity should be for you can only buy from one type of syndicrate per round  Next up is the return of the surplus crate. Crate is generated, gives you gear **based on your progression at the time of buying the crate**, you can use it all at the start and get some chameleon kits and not a lot of dangerous weapons or wait till later. I've changed the weight on some items here and there and given weight to role and species locked items, though I will admit that latter is unimportant because I set moth lanterns to be unable to appear in these two crates.  But who cares about that your eyes instantly went to the United Surplus Crate and the United Surplus Key lets be honest. The united surplus crate is 80 TC worth of uplink items relative to your current progression when you purchase it and gives you a locked box. It **will explode if you try to break it** so be careful with it. It gives you 80 TC and costs 20 TC because it is impossible to open without key. The rub of course is that the Syndicate forbids agents from buying more than one surplus item of any kind, you need to find another traitor and make them buy you a key to open your box. Or I guess you can share the box?  Regardless, if the crate is opened with any other means it doesn't spawn its contents, you need 2 traitor uplinks. Both of these items have a 30 minute timer because you don't want a crate that has 5 emp flashlights in it. You at least want one energy sword. I did a lot of code shit and changed various things to be proc based to allow for more editing and interjection of things, as I wrote in code comments making a crate thats locked to a specific set of progression just means changing the proc that generates a list of valid uplink items to check items' progression values to a specified value instead of your characters progression. Ok I think that goes over everything more or less???? ## Why It's Good For The Game I've heard that people liked these and I think they are quite fun, being able to go from "i dunno what to do as a traitor" to "ah, of course, I will become the Bombler" is a fun thing to be able to have, and people like to get a bunch of random shit in the mail. Some of it even feels free!!!!!!!!!!!!!!!!!!! Brain points go up!!! The division of procs allows for more creativity with this system than existed before as well as other possibilities for interacting with the uplink handler in funny ways. ## Changelog 🆑 add: the syndicate is once again distributing syndi-kits, some now with new technology add: a fresh batch of syndicate surplus crates have been sent out, though they seem a bit lighter than before add: in an effort to encourage cooperation, a traitor can now purchase either the new United Surplus Syndicate Crate or its key, but not both add: lightning bolt book granter for wizard event and one syndie-kit bundle add: temperature gun that only makes things colder for one syndie-kit bundle code: it is now possible to have uplink items share limited stock bal: role-restricted items no longer can be delivered by the stray syndicate drop pod event /🆑 |
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329921639a |
Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
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be1edab621 |
Sign Language Refactor & Bugfixes (#71265)
## About The Pull Request This PR contains an intermediate refactor and a bug-fix for sign language, which was originally from the Tongue Tied quirk/tongue. With helpful advice from @MrMelbert and @LemonInTheDark, I have successfully decoupled sign language from the tongue and ported it into a highly modular DCS component, and then added an Action for toggling it. Big thanks to @Wallemations, the original creator of Tongue Tied, for creating the new Action sprite and helping me to complete this project! The new sign language component is added to all new Carbon mobs, and incrementally overrides several critical functions, variables, and argument lists relevant to a mob's speech; the component primarily listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to function. Additionally, fixed a bug in the original implementation of sign language that caused its say verbs such as "emphatically signs" to stop working. The bug was caused by an unsafe early removal of exclamation points from the input string, causing a conflict with the `say_mod` proc which requires such punctuation points to be present. Here's a granular list of changes: - Added a ubiquitous signal to extend the behavior of `/atom/movable/proc/say_quote`. - Added a ubiquitous signal to extend the behavior of `/atom/movable/proc/lang_treat`. - Fixed a bug in the original implementation of sign language that caused its `verb_yell` to stop working. - Refactored sign language into a Carbon-only DCS component. - Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and `TRAIT_MUTE`. - Removed the Tongue Tied quirk, in favor of two separate quirks. - Added the Signer quirk for sign language, good, costs 4 points. - Added the Mute quirk, negative, gives 4 points. - Added a rare sign language Action granter book to maint and space loot, "Galactic Standard Sign Language". ## Why It's Good For The Game This PR tactfully re-implements Tongue Tied, re-introducing it as two new quirks: For sign language itself, I added the Signer quirk, which is a good quirk which allows you to use sign language for 4 quirk points. I also added the Mute quirk, which grants 4 quirk points in exchange for your audible voice. There is also a marked improvement in the code health as a result of my changes. Here's a preview of the sign language Action. If you're also mute, it becomes invisible to reduce clutter:  In regard to how useful sign language is, it can be used as: 1. A way to communicate across a vacuum without a radio. 2. An easy way to communicate with deaf people. 3. An easy way to communicate as a Mute person. ## Changelog 🆑 A.C.M.O. del: Removed the Tongue Tied quirk. The tongue can still be found and used in-game. refactor: Refactored Tongue Tied's tongue to use the Sign Language and Mute traits. add: Added Sign Language innate action. Granted by book or quirk. add: Added the Galactic Common Sign Language book as rare maint and space loot. add: Added the Signer quirk, which teaches you sign language in exchange for 4 quirk points. add: Added the Mute quirk, which grants you 4 quirk points in exchange for your voice. fix: Fixed sign language say_yell verb, which allows you to emphatically sign. /🆑 Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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52acae4cd7 |
Easter Egg DLC - Captain's log and WGW (#68411)
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
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2be5bc531d |
Removes-blind_eyes (#69652)
* Removes blind_eyes, replaces it with adjust_blindness. |
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f8f3dbed98 |
Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring |