* The Shuttle Loan event can now roll multiple times per round (#70819)
## About The Pull Request
The Shuttle Loan event can now roll multiple times (up to 3) per round.
When a loan is offered, the event cannot roll again until the current
offer is accepted. If an admin forces the event, the current loan offer
will be replaced by the new one. A specific type of loan offer will not
appear more than once per round under normal circumstances.
## Why It's Good For The Game
I think the Shuttle Loan event is really neat. It's presents Cargo with
the option to take on risk and reap the rewards, with some opportunities
for things to go very very wrong. There are twice as many loan offers as
there were when this event was introduced nine years ago, with more
potentially on the way (wink wink nudge nudge). I don't think it should
be constrained to just one per round any longer.
## Changelog
🆑
balance: The Shuttle Loan event no longer only rolls once per round.
/🆑
* The Shuttle Loan event can now roll multiple times per round
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Refactors disease_outbreak, bisects disease event into the "Classic" and "Advanced" disease events (#70489)
Refactors disease_outbreak, bisects disease event into the "Classic" and "Advanced" disease events
* Refactors disease_outbreak, bisects disease event into the "Classic" and "Advanced" disease events
Co-authored-by: Rhials <Datguy33456@gmail.com>
* 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>
* [NO GBP] Cleans up some round_event_control setup variables in certain events (#70468)
* Choosing admin setup options on certain events will no longer retain the chosen options for future events.
* [NO GBP] Cleans up some round_event_control setup variables in certain events
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Adds a new kudzu mutation timid and lowers severity of the mutation temperature stabilisation from average to minor (#70306)
* [Code Bounty] Adds a new kudzu mutation timid and lowers severity of the mutation temperature stabilisation from average to minor
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* Makes wizard event not run when it isnt supposed to (#70178)
fix: Wizard's anonymous event won't run near the start of a round anymore.
* Makes wizard event not run when it isnt supposed to
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* fixes scrubber event runtimes on runtime station (#70114)
* fixes scrubber event runtimes on runtime station
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Refactors the Heart Attack event. Adds a new related achievement and admin setup. (#70048)
* So, this moves the "candidate" selection into round_event_control and integrates it into part of canspawnevent. The actual selection is part of a new proc, generate_candidates, which was created so that canspawnevent() and admin_setup() (WHICH OVERRIDES CANSPAWNEVENT AND THEREFORE CANDIDATE GENERATION) don't have to share any code.
The heart attack candidates list is passed down from the event control to the round event. This is used for running a second series of checks via attack_heart(), a new proc on the round event.
The heart attack now fires on every tick, until "attacks_left" reaches zero, which is a value inhereted from the round event control (default 1, modifiable in admin setup).
In attack_heart, the victim pick_weight-ed from the victims (formerly candidates) and is checked to see if they'll be spared from their fate for some special reason. This is so that feedback can be given and smugness can be felt over surviving a heart attack. This check was literally the only thing I wanted to implement in this PR and I ended up rewriting most of the entire thing. Wowee.
* Refactors the Heart Attack event. Adds a new related achievement and admin setup.
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds the option to throw a random meteor in admin_setup for stray_meteor event (#69865)
admin complaints reduced by 11%
* Adds the option to throw a random meteor in admin_setup for stray_meteor event
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Merges major_dust event into the space_dust file (#69866)
* wowee, that should be moved
* removes double description definition dumbness
* removes that comment, too
* Merges major_dust event into the space_dust file
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Categorizes the scrubber event (and gives it a description) (#69675)
* categorizes both scrubber events under the Janitorial category, and fixes the scrubber surge's names so they are all bundled together in admin menus.
* Categorizes the scrubber event (and gives it a description)
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Removes an unnecessary period from deadchat event announcements (#69800)
About The Pull Request
Removes the period after the name of an event in the deadchat announcement (eg "Bad Thing. has just been randomly triggered!")
Why It's Good For The Game
It looks ugly and needs to be cleaned up
* Removes an unnecessary period from deadchat event announcements
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Dimensional Anomaly (#69512)
About The Pull Request
Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4
The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.
A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.
The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4
If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.
Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
* Dimensional Anomaly
* Fixes the upstream merge skew
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes ghost role / admin events announcing after they failed to spawn the antagonist. Admin spawned blobs will no longer announce immediately. (#69671)
* Fixes ghost role / admin events announcing after they failed to spawn the antagonist.
* Actually, this isn't even needed
* Fixes ghost role / admin events announcing after they failed to spawn the antagonist. Admin spawned blobs will no longer announce immediately.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Nerfs the scrubber overflow event (#69694)
* The scrubber event now only has a 50% chance per scrubber to actually overflow, leaving some areas without overflow, allowing people to still do stuff.
* Additionally, rebalances the 'safe' chemicals from the vents, removing some unsafe ones and replacing them with carpet.
* Nerfs the scrubber overflow event
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Return of the scrubber overflow event (#68378)
About The Pull Request
Brings back the scrubber overflow event, previously removed in #53549
This version has nerfed numbers because foam changes made it stupidly powerful.
Also snake_cases some event variables.
Why It's Good For The Game
More dangerous but not station-damaging events. Bonus: janitor content.
Changelog
cl
add: Re-adds the scrubber overflow event as a random event
/cl
* Return of the scrubber overflow event
* update modular and fix missing non modular edit
* update stray meteor event
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Stray Meteor event, five new special meteors, and another reason to build meteor shields (#69550)
Adds the Stray Meteor random event, as well as a few new special meteors to be featured in it (as well as to meteor waves, but to a lesser degree). Other than these special meteors being a part of meteor waves, the meteor wave event itself is unchanged by this new event.
A single meteor is thrown somewhere in the vicinity of the station, accompanied by a brief warning announcement. To make things more interesting, five new special meteor types have been created to accompany the original three (flaming/irradiated/tunguska). The special meteors have been added to the meteor wave pools, but have lesser weight than the standard meteors. Enough about that though...
* Stray Meteor event, five new special meteors, and another reason to build meteor shields
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* anomalies will try to not spawn on lava / plasma rivers (#69389)
* anomalies will try to not spawn on lava / plasma rivers
* outdoors
* anomalies will try to not spawn on lava / plasma rivers
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* adds logging for the Aurora Caelus oven ignition (#69525)
About The Pull Request
So apparently during the Aurora Caelus event there's a 1% chance that the oven in the kitchen ignites. This adds logging for when that does end up happening.
Why It's Good For The Game
Not having this logged can make it really hard to investigate why the entire kitchen burned down. I only found out that this caused the fire because I happened to be in view and saw an "oh egads" balloon alert for a split second. I almost thought I imagined it or something and it turns out it's a simpsons joke...
* adds logging for the Aurora Caelus oven ignition
Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
* Kudzu Fixes v4, hopefully the last one: Fix kudzu possibly obtaining duplicate mutations when being planted from a seed that already has mutations
* Fixes conflict
* Updates the modular spacevines as well to inherit a bit of the improvements (should be brought up to speed later)
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>