Commit Graph

264 Commits

Author SHA1 Message Date
SkyratBot 71da4ca73f [MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait.

* Update robot_upgrades.dm

* modular

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 20:24:59 -04:00
SkyratBot 2bcbb36ab9 [MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [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>
2023-09-05 13:24:22 -04:00
SkyratBot 87bfa7a61a [MIRROR] Fixes typo 'transfered', olive oil reaction repath [MDB IGNORE] (#23469)
* Fixes typo 'transfered', olive oil reaction repath

* Modular

* Update condiment.dm

* Update recipes_guide.dm

* Update _cup.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-04 08:49:33 -04:00
SkyratBot 50f87f7f41 [MIRROR] Converts some actions to mob cooldown actions [MDB IGNORE] (#23165)
* Converts some actions to mob cooldown actions (#77680)

## About The Pull Request

It has come to my attention that it isn't possible for admins to grant
the abilities to place web, lay eggs, and issue commands to spiders to
arbitrary mobs. This refactors Spider, Goliath, and Meteor Heart
abilities (hey what do you know I last touched all of those) such that
they can.

## Why It's Good For The Game

You **can** create the spider pig as an event.

## Changelog

🆑
admin: Adds Spider, Goliath, and Meteor Heart actions to the "Grant Mob
Action" menu.
/🆑

* Converts some actions to mob cooldown actions

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-17 19:42:26 -04:00
SkyratBot d5655c3c55 [MIRROR] Adds Summon Simians & Buffs/QoLs Mutate [MDB IGNORE] (#22970)
* 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>
2023-08-11 14:42:17 -04:00
SkyratBot 5caffe23c0 [MIRROR] Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas [MDB IGNORE] (#22940)
* 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>
2023-08-08 08:18:56 -04:00
SkyratBot 7b4237c692 [MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)

## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A

* Implements usage of the REVERSE_DIR macro throughout the code.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 14:32:01 -04:00
SkyratBot 02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot 44e8be8991 [MIRROR] SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it [MDB IGNORE] (#22047)
* SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it

* Fixes another conflict that it decided not to take in

* Fixes the linters!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-13 19:12:37 -04:00
SkyratBot 2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
Bloop 7f6b8942a9 Fixes a small gigantism/dwarfism issue (#22376)
* Fixes gigantism/dwarfism issue

* put that back
2023-07-11 19:40:19 -04:00
SkyratBot 7a504490f0 [MIRROR] SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart [MDB IGNORE] (#21991)
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart

* Makes it all compile, for now

* Fixes eye emissives not working right.

* Fixes the plasmaman head (oof conflicts)

* Fixes the screenshot tests

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-08 15:25:17 -04:00
SkyratBot 529b8b4464 [MIRROR] Lighting object oddities [MDB IGNORE] (#21945)
* Lighting object oddities (#76009)

## About The Pull Request

Fire stacks status effect no longer uses a weakref for the mob light, I
am pretty sure there was no real reason to use a weakref there.
Deleted weird luminescent glow dummy, now it just uses the standard
moblight obj.
Put all /obj/effect/dummy/lighting_obj together in a single file and
added a comment explaining why they exist.

(I severely dislike the /obj/effect/dummy typepath, but I am very much
unsure if just replacing all of them with /obj/effect/abstract would
break shit)

## Why It's Good For The Game

Code organization good

* Lighting object oddities

* Update kindle.dm

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-20 14:06:48 -07:00
SkyratBot 124ff7955c [MIRROR] Improves mob resizing (and UpdatePaths). [MDB IGNORE] (#21726)
* Improves mob resizing (and UpdatePaths).

* updatepaths

* conflicts

* update modular

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:23:05 +01:00
SkyratBot 1db840a848 [MIRROR] Fixes formula with spatial instability and energetic chromosome [MDB IGNORE] (#21586)
* Fixes formula with spatial instability and energetic chromosome (#75767)

## About The Pull Request

Doubles the growth rate of the warpchance rather than halves when an
energetic chromosome is present

For numbers

It now grows by roughly 0.5 per update (every 2 seconds) rather than
0.0625 with an energetic chromosome

The base growth rate (unchanged) is 0.25 (every 2 seconds) or 0.0625 per
second
## Why It's Good For The Game

Energetic chromosome`s identity is that it speeds up the cooldown
between abilities or in this case the chance that your spatial
instability will go off so Im convinced this is an oversight / bug with
writing the equation of the warpchance gain.
## Changelog
🆑
fix: Spatial instability now gets properly energized by energetic
chromosomes
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@ users.noreply.github.com>

* Fixes formula with spatial instability and energetic chromosome

---------

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@ users.noreply.github.com>
2023-06-02 21:42:19 -07:00
SkyratBot 88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot 87b52979cc [MIRROR] Tonguespike buff, chemspike slight nerf [MDB IGNORE] (#20950)
* Tonguespike buff, chemspike slight nerf (#75092)

Increases the tonguespike damage.
impact damage: 15 -> 25
pain damage (leaving tonguespike embedded damage): 4 -> 15
cooldown time = 10 seconds -> 1 seconds

Decreases the chemspike damage
impact damage: 4? -> 2
pain damage: 4 -> 0

These values were eyeballed when I originally added them, fuck embedding
code, uuuh... these values make more sense. At the very least
tonguespike was nearly unusuable being a 15 damage item that pain-ticked
for a pitiful 4.
The cooldown was just unnecessary and killed unnecessary organ
regeneration strategies

Chemspike ticked for too much when it wasn't really meant to deal much
damage.

* Tonguespike buff, chemspike slight nerf

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-05-06 17:33:59 +01:00
SkyratBot c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot 5b19e5d0e3 [MIRROR] Actually anti glow [MDB IGNORE] (#20709)
* Actually anti glow (#74733)

## About The Pull Request
Now that I've realized I can fix things that's bugging me, a personal
pet peeve, anti-glow weren't actually doing as advertised, instead just
making it a light grey.

This is anti-glow in it's current state

![image](https://user-images.githubusercontent.com/126404225/232171576-48584926-a47f-49c7-b0f3-449687bb1d47.png)

And this is anti-glow as it probably should be.

![image](https://user-images.githubusercontent.com/126404225/232171605-70fa6da1-841e-438f-a302-911517b95a52.png)
## Why It's Good For The Game
Anti-glow does as advertised.
## Changelog
🆑
fix: Anti-glow actually bringing some darkness instead of just a light
glow.
/🆑

* Actually anti glow

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
2023-04-23 09:27:30 -07:00
SkyratBot fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* Implanted foreign bodyparts will resist being removed on species change (#74701)

## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑

* Implanted foreign bodyparts will resist being removed on species change

* fex

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:46 +01:00
SkyratBot 9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot 3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
SkyratBot 6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
SkyratBot 0d2ba72250 [MIRROR] Replaces internal_organs with organs [MDB IGNORE] (#19871)
* Replaces internal_organs with organs

* Makes all of the necessary internal_organs -> organs in our files to compile

And it seems to work too!

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-24 13:27:48 -04:00
Tom f6edbf0b86 [MANUAL MIRROR] Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344) (#19451)
* Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344)

Re-pr of #66644 with some changes to get it working

![image](https://user-images.githubusercontent.com/51863163/209893337-6a35207b-f097-4fd8-bc51-e66b3273919c.png)

- [x] ~~Huds get cut off~~ Resolved
- [x] ~~Very tall helmets get cut off~~ Resolved
- [x] Hair gets cut off
- [x] ~~Needs optimization before releasing to the world as a pref~~ jk
lol

Look at that fella so cute

🆑 Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev
add: Spacemen can now have varying height. (Admin only for now)
add: Dwarfs are now slightly shorter, but look way better.
/🆑

Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>

* fix conflict

* clarity

* update rouny

* update screenshots

* Revert "update screenshots"

This reverts commit a5427a5238e574869fe364568b7f043bbd287c79.

* Fixes the dwarf screenshot.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-28 16:27:27 -05:00
Bloop c636d609dc Fixes gigantism/dwarfism being able to resize players in cases where it shouldn't (#19418)
fixes an oversight
2023-02-25 00:50:35 +00:00
SkyratBot bb9b68a88d [MIRROR] Basic Mob Spiders I: Ability refactor [MDB IGNORE] (#19200)
* Basic Mob Spiders I: Ability refactor

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <kat892@outlook.com>
2023-02-22 18:49:39 +00:00
lessthanthree 636c142927 [MANUAL MIRROR] Adds a new event, "Radiation Leak" (#19075)
Adds a new event, "Radiation Leak" (#72655)

Adds a new random event, "Radiation Leak". 

A random machine in a random department will begin leaking radiation. 

This includes a radiation aura around it, and semi-regular puffs of
smoke clouds containing mutagen and polonium.

The machine will stop leaking after some time, but can also be stopped
by using a random tool on it, indicated in its examine text.

I added a new "radiation emitter" component, for simple "emits
radiation" behavior. Then I made the radioactive mutation use it. This
means that the radioactive gene emits radiation while on stasis and
dead, rather than only in life.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-02-14 02:32:26 +00:00
SkyratBot 1fe0d145a3 [MIRROR] Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind [MDB IGNORE] (#18760)
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind

* Fixes the conflicts and makes shit compile!

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

* Fixes the lints.

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

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:08:32 -05:00
nevimer 7849946142 Missed Mirror: Fire breath properly updates when lacking power chromosome. (#71085) (#18861)
Fire breath properly updates when lacking power chromosome. (#71085)

Basically, if you put a power chromosome in your fire breath and then
lose the mutation and got a new fire breath mutation (without a power
chromosome) you would still retain the benefits of the power chromosome
and could stack it with energetic.

This pr fixes that by reverting to initial values when lacking power
chromosome.

(cherry picked from commit a958d0f4b8)

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
2023-01-22 01:51:48 +00:00
SkyratBot 8e8002b555 [MIRROR] Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars [MDB IGNORE] (#18348)
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars

* merge conflicts

* adjust_eye_blur and set_eye_blur_if_lower

* adjust drowsiness overdoses

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 13:14:47 -05:00
SkyratBot 15faaa54f5 [MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons.

* conflicts

* Modular!

* update modular

* icon icon icon icon icon

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-16 16:01:41 +00:00
SkyratBot cf67304574 [MIRROR] Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates [MDB IGNORE] (#17920)
* Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates

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

* sosig

Update revolver.dm

* Update nri_raiders.dm

* Apply suggestions from code review

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

* Update nri_raiders.dm

* uhuh

* Update nri_raiders.dm

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

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

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

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

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

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

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

* Psykers

* commented out stuff is now in

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-03 19:45:18 -08:00
Zonespace 68be85c58a [MIRROR] Adds chromosome effects to Cryokinesis, Shocktouch, Chameleon, and Webbing mutations. (#17688)
* Adds chromosome effects to Cryokinesis, Shocktouch, Chameleon, and Webbing mutations. (#71118)

Cryokinesis instability up by 10 (from 20 to 30)
Cryokinesis base cooldown up by 1 second (from 15 to 16) now accepts
energetic chromosomes (8 seconds when applied)

Shock touch instability up by 5 (from 30 to 35) now accepts both
energetic and power chromosomes

Shock touch cooldown up by 2 (from 10 to 12) (cooldown of 6 when
energetic is applied)

If a power chromosome is applied Shock touch does a weak 7500 power
(I`ve seen it hit from 5-7 damage) tesla shock with range of 7 when used
on a viable target (extra damage does not apply to target, no you cant
use it on yourself, no you cant use it on someone that is shock immune,
yes you have to put yourself in harms way to apply the tesla shock.)

(The vars for the tesla shock can be edited by admins for events/abuse)

Chameleon now accepts power chromosomes to fully stealth about 3 seconds
faster.

Webbing now accepts energetic chromosomes

* ty snakebitten

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
2022-11-23 13:08:55 -05:00
SkyratBot 431478f390 [MIRROR] Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. [MDB IGNORE] (#17658)
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)

## About The Pull Request

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

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

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

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

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

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

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

- Cone spells were refactored to be easier to setup.

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

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

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

## Why It's Good For The Game

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

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

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

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

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

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

## Changelog

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

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

* MIRRORS tgstation/tgstation#70561

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-11-22 15:32:52 -08:00
Zonespace f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot b5bd312379 [MIRROR] Add investigate_deaths [MDB IGNORE] (#17424)
* Add investigate_deaths

* merge changes other than giant_spider which deps on tg/70848

* gib

* dust

* death

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-11 14:44:33 -05:00
SkyratBot 3c2b30b7d6 [MIRROR] Splattercasting, an offensive, sanguine equivalent to Lichdom. [MDB IGNORE] (#17076)
* Splattercasting, an offensive, sanguine equivalent to Lichdom. (#70637)

A spell similar to lichdom, though with different conditions.

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

* Splattercasting, an offensive, sanguine equivalent to Lichdom.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-10-21 16:31:10 -04:00
SkyratBot a5c0e72e44 [MIRROR] Fix xeno hivemind talk causing hissing sound [MDB IGNORE] (#16624)
* Fix xeno hivemind talk causing hissing sound (#69844)

* Fix xeno hivemind talk causing hissing sound

* Fix dullahan speech arg

Add message_range and saymode to say arguments

Add new say args to other say procs

Add new say args to other say procs

* Revert "Fix dullahan speech arg"

This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.

* Fix speech_args to be list

* Refactor hulk speech signal handler

* Revert "Revert "Fix dullahan speech arg""

This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.

* Change filterproof to be null like other say procs

* Remove unused COMSIG_MOB_SAY defines

* Readd defines for COMSIGH_MOB_SAY

* Fix xeno hivemind talk causing hissing sound

* Updates the arguments of the say and whisper procs for the borers

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-10-04 10:54:44 -04:00
SkyratBot 67c3df62dd [MIRROR] Prosthetic surgery now checks if you can attach the bodypart [MDB IGNORE] (#16508)
* Prosthetic surgery now checks if you can attach the bodypart

* ok

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-02 15:21:48 +01:00
SkyratBot 99cadadf7a [MIRROR] Virtual Limbsanity [MDB IGNORE] (#16363)
* Virtual Limbsanity

* Update mobs.dm

* Apply suggestions from code review

* Now it compiles

* Fixes a random runtime caused by a map misusing the mob_type on mob_spawn spawners

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-30 21:26:49 -04:00
SkyratBot eefbd40ce6 [MIRROR] Adds macros to help with common set_- and adjust_timed_status_effect uses [MDB IGNORE] (#16410)
* Adds macros to help with common `set_`- and `adjust_timed_status_effect` uses

* merge conflicts

* modular skyrat and missed changes

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-26 17:56:24 -04:00
SkyratBot 8f033ead91 [MIRROR] Completely refactors hallucinations, and also adds a few [MDB IGNORE] (#16348)
* 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>
2022-09-25 19:43:45 -04:00
SkyratBot a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
SkyratBot 4b8f661637 [MIRROR] Make hulks orkier [MDB IGNORE] (#15872)
* Make hulks orkier (#69469)

RED WUNZ GO FASTA
🆑oranges
balance: orks no longer shout their attacks over the radio
/🆑

* Make hulks orkier

Co-authored-by: oranges <email@oranges.net.nz>
2022-08-27 07:06:34 -07:00
SkyratBot 43fdd93586 [MIRROR] Small organ code clean up [MDB IGNORE] (#15626)
* Small organ code clean up (#69123)

* Cleans up organ code, removing the EXTERNAL_ORGAN flag, as it can just simply use the external organ subtype instead

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>

* Small organ code clean up

* Update taur_types.dm

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-17 16:44:25 +00:00
SkyratBot 48685b4356 [MIRROR] Replaces the mood component with a mood datum [MDB IGNORE] (#15549)
* Replaces the mood component with a mood datum

* Fixes merge conflicts and updates all of our mood events to use the new mood datums

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-12 14:58:14 -04:00
SkyratBot 49890a1223 [MIRROR] People with epilepsy now have a chance to have a seizure when they're flashed! [MDB IGNORE] (#15311)
* People with epilepsy now have a chance to have a seizure when they're flashed! (#68845)

Gives folks with epilepsy a 30% chance of having a seizure when they're flashed

* People with epilepsy now have a chance to have a seizure when they're flashed!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-07-30 13:24:34 -07:00