* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item
you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
* kills 4 object definitions that are inside of proc arguments
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* forcepush from master because it's a webedit (#60984)
* Fixes traits added by quirks not being removed on `remove_from_current_holder`
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Drugs of the 26th century. Three new hella rad drugs, one less lame drug and more!
* Update traits.dm
* Update maint_loot_trash.dm
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Food preferences quirks are no longer broken by species change. (#60582)
Added signal procs for species change to these quirks.
* Food preferences quirks are no longer broken by species change.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Removes an unused trait. Adds another to the traits global list. (#60584)
Drunk healing is handled by the quirk itself. The trait is pointless.
I forgot add the uncatchable trait to the global list for admin shenanigeans.
* Removes an unused trait. Adds another to the traits global list.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [READY]Updates knockoff component and adds it to prescription glasses (#59006)
* [READY]Updates knockoff component and adds it to prescription glasses
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Fixes bitwise flag negation errors. (#58870)
These have been in the codebase for many years. Love, ZeWaka
* Fixes bitwise flag negation errors
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Make mindbreaker cure RDS (#58671)
Currently, mindbreaker toxin is supposed to suppress hallucinations, but the reagent itself still applies hallucination to the user which is counted towards handling hallucinations before it gets purged by the quirk.
It's annoying that the one thing advertised that should fix hallucinations with RDS doesn't work.
* Fix mindbreaker toxin not completely stopping Reality Dissociation Syndrome
Co-authored-by: Urumasi <Urumasi@email.cz>
* Nerfs addiction withdrawal time (#58172)
Currently takes 1 second before withdrawal starts, which is enough to start withdrawal while still using the drug. I changed it to 1 minute before you need your fix again (old addiction was 30 seconds but could be microdosed).
Also buffed junkie pills to 3u and nerfed addiction requirement to 1u, from 2u (effctively still 2u since addiction tends to check after the 2u has already been metabolized).
Also clears disgust from opiods after quenching your addiction, because otherwise you're gonna spent the next 20 minutes being vomitlocked in place
* Nerfs addiction withdrawal time
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* cultures and languages
* botanist fix
* missing languages
* make sure new saves from scratch get a species set correctly
* Update preferences.dm
* Update new_player.dm
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Making blood less frustrating (#57085)
Two changes.
1. If a splatter of blood isn't bloody enough, the character will not get bloody shoes.
2. Characters with light steps trait won't get bloody clothes if they step on a bloody tile without shoes.
3. added: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
Why It's Good For The Game
The entire crew won't have bloody shoes anymore.
Less time wasted looking for showers or sinks to wash their shoes after stepping on a near invisible blood decal.
Characters without shoes (or who don't want to get their clothes bloody after taking them off) will get more use from a near useless trait.
Changelog
cl
qol: Blood splatters only make your shoes or feet bloody if the tile is bloody enough,
qol: Light steps trait prevents clothing from being covered in blood if you step on a bloody tile with your shoes off.
add: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
/cl
(grammaticly impoved by @ maxymax13)
* Making blood less frustrating
Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
* Stop allergy effects while in stasis (#57188)
Allergy sufferers will no longer accumulate histamine and die on the
stasis bed while in stasis.
* Stops histamine and toxin damage from being applied to allergy sufferers while in stasis.
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* felinids with the family heirloom quirk can now roll toy mice as their family heirlooms (#56790)
* felinids with the family heirloom quirk can now roll toy mice as their family heirlooms
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Adds Extrovert and Introvert Quirks (#56490)
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.
Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.
Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.
Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
* Adds Extrovert and Introvert Quirks
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Adds trait-dependent room moodlet check (#56462)
Moods caused by areas can now be gated by requiring a specific trait
to trigger it.
Added a positive moodlet for the Chapel, but only for people with
the TRAIT_SPIRITUAL trait.
* Adds trait-dependent room moodlet check
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Renames quirks containing folder to quirks/ (#56428)
Despite what the folder name may suggest, `code/datums/traits` does not
actually deal with traits, but instead roundstart quirks. This rename
makes this explicitly more obvious, and easier to understand, rather
than remaining as a historical artifact.
* Renames quirks containing folder to quirks/
Co-authored-by: coiax <yellowbounder@gmail.com>