* [no GBP] Reference handling for Summon Simians (#81988)
## About The Pull Request
I merged #81875 when there was still an open review.
As penance I have completed the requested review because the PR should
not actually have been merged yet.
Additionally while I was there I generated different icons for both
"Summon Simians" and its granted gorilla transformation spell.

They aren't really original art, they're composites of existing sprites,
but I think they look better than what they were before.
## Why It's Good For The Game
This might have caused some small reference management issues if left
unaddressed.
## Changelog
🆑
image: Updated button icon for Summon Simians and Gorilla
Transformation.
/🆑
Other change isn't user-facing.
* [no GBP] Reference handling for Summon Simians
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Summon Simians Max Level Reward Change (#81875)
## About The Pull Request
Summon Simian now, as opposed to summoning actual gorillas at max level,
the caster is instead granted a free gorilla transformation spell
instead.
## Why It's Good For The Game
I wasn't exactly aware that Summon Simians could summon actual gorillas
when I buffed gorillas mainly for traitors, so wizards could use the max
level spell to spam powerful gorillas who could easily wipe the station
in a very short amount of time. Ideally, this change should reign in max
level Summon Simians while still giving users a reason to max it out.
## Changelog
🆑
balance: Max level Summon Simians now grants the wizard a free gorilla
transformation spell as opposed to allowing the wizard to summon
fully-grown gorillas.
/🆑
* Summon Simians Max Level Reward Change
---------
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Prevents polymorph using specific mobs for deleting items/people (#81528)
* Prevents polymorph using specific mobs for deleting items/people
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
* Fix finger gun chat messages (#81347)
## About The Pull Request
It should not say "[the guy that you're aiming at] fires their gun"
## Changelog
🆑 Melbert
fix: Fixed Finger Guns giving a misleading chat message
/🆑
* Fix finger gun chat messages
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a suicide_act() to the smite spell (#81252)
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
https://youtu.be/cvfLHTyDv9o?t=4
## Changelog
🆑 Wallem
add: Adds a new suicide_act() to the smite spell
/🆑
* Adds a suicide_act() to the smite spell
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Fixes the Wizarditis Timestop joke (#81136)
## About The Pull Request
I made it so Wizarditis Timestop just freezes yourself but forgot
timestop makes you immune to timestop.
So now I added some vars to timestop both to fix this and also for
admins to mess around with.
## Changelog
🆑 Melbert
fix: Wizarditis Timestop now has the desired effect.
admin: Admins can now VV Timestop to make the caster not immune to their
own Timestop. If they really wanted.
/🆑
* Fixes the Wizarditis Timestop joke
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* A Mime's Vow to Silence Cannot be Repaired Once Broken. (Mimes can Write Under the Vow Again.) (#80332)
## About The Pull Request
Breaking your Vow is now a permanent action. Here's the changes that
come with that:
- Renamed "Speech" to "Break Vow" and changed description to match.
- You no longer get a permanent bad moodlet, just a temporary, lighter
one. I calculated that breaking your vow of silence provides roughly the
same emotional damage as getting your eyes stabbed out.
- Breaking vow now comes with a confirm alert.
- Mimes can once again write while under the vow.
## Why It's Good For The Game
After all this recent hullabaloo about mimes breaking and repairing
their vow, and what the moodlets for that action should be, it was
decided by a headcoder majority that mime vow breaking should be a
permanent action.

But beyond headcoder decisions, I myself agree with it being permanent.
Making vow breaking a temporary action that can be repaired after only 5
minutes makes ignoring the main gimmick of mime not only viable but
essentially expected. When silence can usually cause moments where you
NEED to explain yourself or else risk possibly dying, we're essentially
pushing players to break a vow. Now, it will be seen as less of a
potential option, because you can't undo it after 5 minutes.
## Changelog
🆑
qol: Added a confirmation prompt to breaking your vow of silence.
balance: Mimes can no longer repair the vow of silence once broken.
balance: The negative moodlet from breaking your vow of silence is now
lighter, and no longer permanent.
balance: Mimes are back to being able to write while under a vow of
silence.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* A Mime's Vow to Silence Cannot be Repaired Once Broken. (Mimes can Write Under the Vow Again.)
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request
I decided to look at why everyone loves (and I despise) Christmas too
much, and was met with a lot of smelly code. In fact, some of it was
completely busted! Let's fix several things.
* We no longer use a GLOB for "every possible item you can cram into a
gift box", we now use static lists scoped to the proc. That saves us
some pollution for something that really didn't need it (and only was
set up that way for cacheing I believe). We also static-cache stuff that
we weren't doing previously, to save even more work (in anticipation for
entropic heat death of universe).
* Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
path and this new one is cleaner. This also uncovered a bug.
* Mappers would var-edit gifts to have a unique mapped-in type, but the
code never respected this. I fixed it so the behavior should now respect
that rather than override the variable on Initialize(). Now the goat
plushie gift will always have said goat plushie rather than just any
toy.
* Procs should now have the proper arg nomenclature.
* Also just cleans up a lot of single letter variables and the like.
There was some cooked shit that's now alphabetized and nicely
multilined.
## Why It's Good For The Game
Ho ho ho.
## Changelog
🆑
fix: Some mapped-in gifts that were supposed to guarantee a certain gift
weren't spawning that exact gift type, this has been patched to reflect
the mapper's intent.
/🆑
* Patches Up Gifts In Anticipation Of The Holidays
* Update flora.dm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing
---------
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
* Splits placeontop proc
* Update brass_spreader.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fix split personality commune being unusable I think (#79631)
## About The Pull Request
Likely fixes#79586 and likely fixes#78081 .
Split persons's loc is their parent mob, so they were being disallowed
from casting due to not being loc's in a turf.
Further testing required
## Changelog
🆑 Melbert
fix: Split persons can talk to their host once again
/🆑
* Fix split personality commune being unusable I think
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Prevents Mindswapping on Bitrunners (#79323)
## About The Pull Request
Fixes#79310
Adds a new trait to prevent mindswaps (which is just useful for any
future cases when we don't wanna rely on the blacklist typecache) while
also accounting for bitrunners (who you can't mindswap because their
mind is elsewhere) and their avatars (because that's not a real mind now
is it).
this does mean that bitrunners while bitrunning are immune to all
mindswaps but i don't have a good answer on how to fix it. i don't even
much like the idea of VR but I think that having these traits are useful
enough for future utilization.
## Why It's Good For The Game
prevent big breakage.
## Changelog
🆑
fix: Bitrunners can no longer get mass-mindswapped out of their avatar
when the wizard does the event. Something about machinery and magic not
going well together.
/🆑
* Prevents Mindswapping on Bitrunners
---------
Co-authored-by: san7890 <the@san7890.com>
* Remove shapeshift if the mob tries to turn into a different mob (#79270)
## About The Pull Request
Fixes#78250
Bileworms, baby chicks, and various kinds of young spider automatically
try to change into a different mob after some time.
This bricks shapeshift spells because you can't transform back after
being turned into another kind of mob (and sometimes also ghosts you by
deleting your original body).
Now we have a signal before we try to call `change_type` on a mob which
is intercepted by the shapeshift status effect and cancels both things.
Unfortunately this doesn't make turning into a Bileworm fun to play,
their movement is always random because it's designed for an AI not a
player 😔
## Changelog
🆑
fix: If a mob you are shapeshifted into attempts to grow up into a
different kind of mob then you will stop being shapeshifted
/🆑
* Remove shapeshift if the mob tries to turn into a different mob
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Basic Constructs: Juggernaut (#79170)
## About The Pull Request
Converts juggernaut constructs to basic mobs. These guys are really
simple, so this is a pretty straightforward one.
The one notable thing about this PR is that I got annoyed that
projectile reflection code was copy-pasted in two different places (the
main one for things like the ablative trenchcoat, and right here on the
juggernaut). So, trenchcoat-style reflection is now a proc on
`/obj/projectile`, which is used in both places.
AI-controlled juggernauts are as simple as befits these big lugs, doing
nothing but slowly walking toward mobs and beating them to death with
their giant fists.
## Why It's Good For The Game
Removes another 5 simple animals.
Not too much else to say about this one, but it's easier to make
projectiles bounce off of things now if anyone wants to do that.
## Changelog
🆑
refactor: Juggernaut constructs now use the basic mob framework. Please
report any bugs.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Constructs: Juggernaut
* Modular
* Map Reset
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc
* Modular changes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Basic Mob Gorillas (#78918)
## About The Pull Request
Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.
IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.
When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.
I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),
And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.
## Why It's Good For The Game
https://www.youtube.com/watch?v=npuuTBlEb1U
## Changelog
🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
* Basic Mob Gorillas
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* The AI can no longer turn off shapeshifted robots (#78766)
## About The Pull Request
If you shapeshifted into a robot (beepsky, ED-209, etc.) using the
shapechange spell or other means, silicons could just turn you off. Now
all shapeshifted robots are considered to be emagged, meaning that
silicons can't interact with them. Closes#44505.
## Why It's Good For The Game
Bugfixes good
## Changelog
🆑
fix: The AI can no longer turn you off if you shapeshift into a robot.
/🆑
* The AI can no longer turn off shapeshifted robots
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* Fixes an issue with COMSIG_MOB_ABILITY_STARTED for spells (#78775)
## About The Pull Request
The signal `COMSIG_MOB_ABILITY_STARTED` is used by both cooldown actions
and spells, which are a subtype of cooldown actions. However, cooldown
actions pass two values, `src` and the action's target. Spells only
passed `src`, even though its the exact same signal. This caused issues
with the ability telegraph component, as it has to interrupt the casting
of spells and actions to add a delay, and most if not all spells won't
work without the target being passed with the signal. Closes#78715.
## Why It's Good For The Game
It caused bugs and is just bad design in general.
## Changelog
🆑
fix: Ice whelps can now use spells given to them by admins, and people
who have polymorphed into ice whelps can now polymorph back to normal.
/🆑
* Fixes an issue with COMSIG_MOB_ABILITY_STARTED for spells
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!)
* Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Heretic Ascension Tweaks (#78472)
## About The Pull Request
Some changes to Cosmic and Knock heretic ascensions, in response to
feedback.
- Cosmic Heretics can no longer control their summon while jaunted.
- Additionally the death link element the Star Gazer used... wouldn't
work if there was more than one cosmic heretic. I refactored it into a
component, so that it would.
Frankly there are probably a lot of _other_ abilities which shouldn't be
usable while jaunted but are, but I have been burned in the past by
adding defaults which were applied too widely so we'll leave it
case-by-case for now.
- The Knock rift can no longer summon Flesh Worms of any kind.
- But it _can_ summon fire sharks (we really need to reflavour these...)
and any future "basic mob" heretic mobs (or ones which are converted).
- Additionally the rift can't be clicked by ghosts while it's polling
ghosts automatically because that would create funky empty-minded mobs.
- Finally it goes away when the heretic dies.
## Why It's Good For The Game
For Cosmic Heretics, controlling the Star Gazer in conjunction with
Space Jaunt essentially meant that the heretic was playing an RTS as an
invincible observer with an invulnerable unit, now they have to actually
be present and killable in order to sic The Beast on you.
For Knock Heretics, Minor Flesh Worms are a proof of concept which was
never meant to be used except by admins. They're _barely_ weaker than a
normal flesh worm, extraordinarily tanky, delete walls, and generally
devalue the Flesh path ascension.
Vanishing upon heretic death is because every _other_ ascension is at
least theoretically stoppable except this one. Now this one is too.
It's still _very hard_ to kill the heretic because every _10 seconds_
they can transform into a heretic mob which acts as an extra health
pool.
## Changelog
🆑
fix: If two cosmic heretics ascend in the same round, their star gazer
survival will be linked to each individual heretic and not shared by
just one of them.
fix: You can't click the Knock heretic portal to join as a mob while
already signed up to become a mob.
balance: Cosmic heretics can't order the Star Gazer around while
jaunting.
balance: The Knock Heretic portal cannot summon Flesh Worms, but can
summon Fire Sharks.
balance: The Knock Heretic portal will disperse if its creator is
killed.
/🆑
* Heretic Ascension Tweaks
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Splattercasting sets your blood levels to a normalized volume when you transform into a vampire; swapping species caps your blood up to the normal volume unless lower (#78464)
## About The Pull Request
What is says on the tin.
## Why It's Good For The Game
Prevents an exploit able to give you an exceptionally large blood head
start due to a series of magic mirror race choices and raceswapping,
allowing for almost unlimited casting due to how some species handle
blood volume and generation.
## Changelog
🆑
fix: Splattercasting resets your blood to normal values when you
transsform into a vampire.
fix: Gaining a new species will set your blood volume down to the normal
volume levels if higher than normal.
/🆑
* Splattercasting sets your blood levels to a normalized volume when you transform into a vampire; swapping species caps your blood up to the normal volume unless lower
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Basic Mob Brimdemon (#78424)
## About The Pull Request
Fixes#71330
The brimdemon was basically already perfect (well, it has a novel means
of attacking) so I didn't get too fancy with this one, it's _largely_
just a straightforward conversion.
Following this change it's a little slower to back off, but better at
lining up with people in order to blast them. Additionally, its beam is
now a mob ability so you can give it to other mobs if you so desire.
Because I can't help doing a _little_ tinkering, Brimdemons now explode
2.5 seconds after they die, after a brief warning animation.
## Why It's Good For The Game
Simple mobs must die
## Changelog
🆑
add: Brimdemon corpses release an explosion shortly after death, just to
keep you on your toes.
refactor: Brimdemons now use the basic mob framework which (should)
improve their pathfinding somewhat. Please bug report any unusual
behaviour.
admin: The brimdemon's beam ability can be given to any mob, for your
Binding of Isaac event
/🆑
* Basic Mob Brimdemon
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support
* Wound refactor two compatability (#23618)
* Delam emergency procedure moth (#23483)
* safety moff
* delta/whitespace/examine
* icebox
* moff poster
* moff poster
* Update DelamProcedure.tsx
* Update scram.dm
* sound plays during warning
* remove nightshift, theres already a global proc
* scrubber hint
* missed that define
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* covered by ui_interact
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatic changelog for PR #23483 [ci skip]
* Automatic changelog compile [ci skip]
* [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
* Automatic changelog for PR #23607 [ci skip]
* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)
* Desouls Hivelord (#78213)
## About The Pull Request

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.
In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.
Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A
## Why It's Good For The Game
Looks nicer.
## Changelog
🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
* Desouls Hivelord
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Automatic changelog for PR #23609 [ci skip]
* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)
* Updates chem factory tank sprites (#78209)
Updates chem factory tank sprites.
* Updates chem factory tank sprites
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)
* Rice Dough can be made in a beaker (#78062)
## About The Pull Request
Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game
Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes#77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑
* Rice Dough can be made in a beaker
---------
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Automatic changelog for PR #23608 [ci skip]
* Automatic changelog for PR #23611 [ci skip]
* f
* awda
* unused type!!!
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh hey unused defines! bye
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds
* ah fuck it
* test
* edaawdawd
* Revert "edaawdawd"
This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.
* nothing but sheer hatred
* freaawd
* dzfxg
* Fixing some diffs here while we are at it.
* These are deprecated and should be removed
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request
Fixes#77501
Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.
While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.
Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.
Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.
## Why It's Good For The Game
While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.
## Changelog
🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑
* Spiders don't automatically grant an antag datum
* Modular paths
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes Shadow Walk (#77518)
## About The Pull Request
Phased mobs are not turfs so the new check failed.
Fixes this and adds a unit test for it.
Also makes shadow walk VV-able to any level of lightness.
## Changelog
🆑 Melbert
fix: Fixes Shadow Walk
/🆑
* Fixes Shadow Walk
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds Summon Simians & Buffs/QoLs Mutate (#77196)
## About The Pull Request
Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
Added further support for nonhuman robed casting: Monkeys, cyborgs, and
drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
Made monkeys able to wield things again.
Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.
Improved some monkey AI code.
## Why It's Good For The Game
> Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
It's criminal we don't have a monky spell, and this is a really fun spin
on it. Total chaos, but total monky chaos. It's surprisingly strong,
but! it can very well backfire if you stay near the angry monkeys too
long and your protection fades away. Unless you become a monkey
yourself!!
> Wizard Mutate spell works on non-human races.
This spell is great but it's hampered by the mutation's human
requirement, which is reasonable in normal gameplay. Wizards don't need
to care about that, and the human restriction hinders a lot of possible
gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers
for similar reasons
> Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.
Don't really caer about the damage so much, this is more so that it has
effects such as on-hit visuals. Can lower the damage if required, but
honestly anything that competes against troll mjolnir is good.
> Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
SS13 is known for 'The Dev Team Thinks of Everything' and I believe this
is a sorely lacking part of this or something. It's funny.
I want to see a monkey wizard.
> Made monkeys able to wield things again.
I really don't know why this was a thing and it was breaking my axe and
spear wielding primal monkeys. Like, why?
## Changelog
🆑
add: Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
balance: Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
balance: Made Laser eyes projectiles a subtype of actual lasers, which
has various properties such as on-hit effects and upping the damage to
30.
add: Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
balance: Made monkeys able to wield two-handed things again.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds Summon Simians & Buffs/QoLs Mutate
* Updates our modular file to take this into account (I hate that this exists)
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Anomaly gear: Polymorphic Field Inverter (#77383)
## About The Pull Request
Adds a new device you can research called the "Polymorphic Field Inverter".
It requires Advanced Biotechnology and Anomalous Research to unlock.
Completing that research lets you print out a fancy belt. Using it for 5
seconds on a mob (dead or alive) which is organic in nature and isn't
some kind of human or megafauna (monkeys are fine) will store a copy of
its DNA. Scanning another creature will replace the original stored DNA.
Storing DNA does absolutely nothing unless you have also inserted an
active Bioscrambler core.
If the item is activated with a Bioscrambler core then equipping it
grants you the ability to transform into the same kind of creature as
the one you scanned (and back). As in spells such as Wildshape you share
health with your transformed form and if you die while transformed then
you die, so be careful when turning into something like a cockroach
which has one hit point.
It has an associated experiment which makes the research free, which is
to scan two humans with (non-prosthetic) organs that they didn't have
when the round started. You can accomplish this through surgery, DNA
infusion, or a bioscrambler anomaly. You can do it on some monkeys if
nobody is cooperating with you.
I copied a teeny bit of this code from #73969 although I didn't actually
end up needing most of it.
These are absolutely codersprites so if anyone wanted to make cooler
ones, let me know.
* Anomaly gear: Polymorphic Field Inverter
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas (#77418)
## About The Pull Request
Spiritual successor to #76716
- Some spells can now be cast while the mob is within the contents of
certain atoms.
- PAIs can now cast if within a PAI card
- AIs can now cast if within an AI card
- People within vehicles (mechas and cars) can now cast their spells
- Repulse and Knock now have unique interactions for being cast within a
locker
## Why It's Good For The Game
Carlac's PR gave me an idea for how to tackle this in a relatively clean
way so I went ahead and adapted the suggestion to something that works
for the cast chain.
This isn't perfect, some spells will need to be updated, but they can be
done piecemeal.
This is something that, IN THEORY, should have already been wholesale
supported by the spell refactor - any atom you pass into the cast chain
should "just work ™️ ", either rejecting if it fails the valid target
check or doing the spell effects as if the atom passed was the caster.
## Changelog
🆑 Melbert
add: PAIs can now cast wizard spells should they have any.
add: AIs located in intellicards can now cast wizard spells should they
have any.
add: Some spells, such as AoE or conjure spells, are now castable from
within Mechas or Clown Cars. To varying degrees of success.
add: Knock will now unlock and open closets you are hiding within.
add: Repulse will now throw open closets you are hiding within.
/🆑
* Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors Slaughter/Laughter Demons into Basic Mobs (#77206)
## About The Pull Request
On the tin, the former "imp" is now refactored into basic mob code. Very
simple since these are only meant to be controlled by players, and all
of their stuff was on Signal Handlers and Cooldown Actions anyways. Just
lessens the amount of stupidity.
Did you know that we were trying to make demons spawn in a `pop`'d cat
named "Laughter"? Embedded in the list? I've literally never seen this
cat, so I'm under heavy suspicion that the code we were using was broken
for the longest time (or may have never worked), and we now instead just
do it a much more sane way of having a cat spawn on our demise.
## Why It's Good For The Game
Cleaner code! Less simple mob jank to deal with. Trims down the list of
simple animals to refactor. No more duplicated code that we were already
doing on parent! It's so good man literally everything was seamless with
a bit of retooling and tinkering. The typepath is also no longer `imp`,
it's actually `demon`, which I'm happy with because there's no other
demons to have it be confused with anymore.
We were also doing copypasta on both the demon spawner bottle and the
demon spawning event so I also just unified that into the mob. I also
reorganized the sprites to be a bit clearer and match their new
nomenclature
## Changelog
🆑
refactor: Slaughter and Laughter Demons have been refactored, please
place an issue report for any unexpected things/hitches.
fix: Laughter Demons should now actually drop a kitten.
/🆑
* Refactors Slaughter/Laughter Demons into Basic Mobs
---------
Co-authored-by: san7890 <the@san7890.com>
* New Wizard achievement (#77191)
## About The Pull Request
Adds an achievement for completing the Grand Ritual
Also, adds blackbox logging for the Grand Ritual feature so we can see
how much people are actually doing it
Also, while testing I noticed that Summon Guns/Magic were fucked, so I
fixed them.
## Why It's Good For The Game
Nice to have some stats.
Nice to get a juice reward for doing your wizard chores.
* New Wizard achievement
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids
## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai
## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
* made the bee a basic insect
* Merge conflict
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Wizard Spell Cooldown Changes (#76981)
## About The Pull Request
Mutate prev = 40 / 37.5 / 35 / 32.5 / 30
Mutate now = 40 / 35 / 30
Spell cards prev = 6 / 5 / 4 / 3 / 2
Spell cards now = 6 / 4 / 2
Teleport prev = 60 / 50 / 40 / 30 / 20
Teleport now = 60 / 40 / 20
Shape change prev = 20 / 16.75 / 12.5 / 8.75 / 5
Shape change now = 20 / 12 / 4
Swap prev = 30 / 24 / 18 / 12 / 6
Swap now = 25 / 15 / 5
I also deleted the invocation for swap to make it more usable. When I
added the spell I thought it would be used more but I have never seen it
been used.
## Why It's Good For The Game
For a lot of spells it seems like it is useless to upgrade them, since
it costs a lot but does little in a lot of cases. Maybe this goes for
more spells than my pr changes but I wanted how this comes over first. I
rather do not do balance changes since it ruins my gbp even though I am
trying to improve the game but I still thought this was worth it since
it might also make the swap spell more relevant.
## Changelog
🆑
balance: Changes some cooldowns and upgrades of spells.
/🆑
* Wizard Spell Cooldown Changes
---------
Co-authored-by: Comxy <tijntensen@gmail.com>
* 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!
/🆑
* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852)
## About The Pull Request
Refactors arcane barrage (the wizard spell) and blood barrage (the weird
version of the same spell that cultists get) into the magic subtype. No
longer are they rifles...for some reason. Also they have sprites once
again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561
So as to not replicate a really crappy system used to get the hand
swapping working, I've just opted to take this opportunity to make
arcane barrage an automatic fire weapon. Yes, this is kind of a feature,
but it's...it's appropriate, don't you think? And I don't think
meaningfully changes its fire rate?
Blood Barrage no longer harms cultists/constructs shot by it and now
properly just heals them/injects them with unholy water. Why all this
was shoved into the Bump() proc is beyond me, but it works now. Fixes
https://github.com/tgstation/tgstation/issues/76560
I've improved the variables for some of the cult spells, and I've also
fixed what I think is one the most pesky parts of how drawing blood
works. So, rather than using range(), it uses view(), which seems to
cause the spell to be a bit funky with lighting? So if you're in
darkness (gosh cultists in dim light, how unheard of), this spell
struggles to gather up blood. Not anymore it doesn't!
Lastly, it only worked on blood pools or droplets, not blood trails. So,
you could bleed a character out by dragging them around, but not sap up
the blood they're dropping from doing so. Only the intermittent blood
splatters or your own bloody footprints count.
Here is the funny thing with that. It still cleans up the blood trail.
You just couldn't activate the blood draw from the trail or treat it as
blood. Now you can. Blood trails now give you +5 charges, and you can
activate the blood draw using blood trails.
## Why It's Good For The Game
Arcane Barrage/Blood Barrage:
This was some really old code and I'm still not sure why they were made
as a separate spell to the madoka reference, which at this stage is
still better than this spell. But at least it is using a sensible
subtype with a reasonable, more modern component to facilitate the
'rapid firing barrage of magical bullet' image this spell is meant to
invoke. As a result of all this nonsense, this spell had its sprites
broken because it kept being attached to stuff in the rifles folder.
Let's put a stop to that here and now and break it independently
instead.
Oh also cultists getting shot by healing bullets that still killed them
is both funny and dumb and the way it worked was bonkers.
Blood Draw:
A cultist trying to determine, on the fly, what blood is a valid for the
blood draw is nearly impossible from visual alone. You'd be convinced
this part of the spell is broken just because having a splatter and a
trail on the same tile massively obfuscates whether you're looking at
valid sources of blood. I've struggled to understand as a player what
was going on and why it was so selective about what was acceptable. Now
I see that the problem was one of visual accuracy, bad type checking,
and really, really outdated code that should have been improved with
better procs.
Blood trails are also actually made from dragging out a creature's
bloody corpse. For humans, the most common source of blood trails, this
does actually mean they're losing blood to produce these trails. It
stands to reason this should be a valid source (bloody footprints are,
after all). I gave them a...somewhat minor amount of charge contribution
just to keep it moderately sane for how much blood it generates.
## Changelog
🆑
refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and
not rifle subtypes. Also they have sprites again.
qol: The barrage spells now use the automatic component to do its thing.
fix: Blood Barrage once again heals cultists and constructs without
hurting them.
code: Cleans up how Blood Rites finds blood to draw in. You can now just
click turfs as well as blood, and it should now be much more accurate
about it.
qol: Blood trails contribute to charges gained using Blood Rites. You
can also activate Blood Rite's blood draw using blood trails.
/🆑
* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>