Commit Graph

388 Commits

Author SHA1 Message Date
SkyratBot 8248bb90df [MIRROR] Polymorph belt blacklists several biotypes instead of allowing only organics [MDB IGNORE] (#23620)
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229)

## About The Pull Request

Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.

~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.

Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.

Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.

## Why It's Good For The Game
- Resolves #77756
- Resolves #78227

More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.

## Changelog

🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑

* Polymorph belt blacklists several biotypes instead of allowing only organics

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-10 21:43:42 -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 f0b265b6bb [MIRROR] Foodening [MDB IGNORE] (#23440)
* Foodening

* Update chem_dispenser.dm

* Juicening?

* Update big_mortar.dm

* Adds crafting complexities to modular foods

* Olive oil repath

* Cooking oil repath

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-03 20:47:17 -04:00
SkyratBot 788d288eba [MIRROR] Nerfs Confusion symptom for diseases [MDB IGNORE] (#23478)
* Nerfs Confusion symptom for diseases (#77991)

## About The Pull Request

Removed the threshold for confusion symptom that adds illiteracy to the
disease.

Clamps confusion symptom's confusion to a maximum of 30 seconds.

Confusion as a debuff no longer guarantees random movement if you're
resting.

## Why It's Good For The Game

> Removed the threshold for confusion symptom that adds illiteracy to
the disease.

This virus makes you unable to actually treat yourself when cured, which
is frankly bonkers. Viruses are too virulent and it's rare that a doctor
actually gets to a biosuit in time to inoculate themselves, and if they
forget internals they're screwed anyways. People should be able to fix
their own got damn disease, this is asinine.

> Clamps confusion symptom's confusion to a maximum of 30 seconds.

The lack of clamping literally makes this symptom send your confusion
level to the fucking atmosphere, you can easily get upwards of 5 minutes
of confusion left because it doesn't clamp, adds 16 seconds per
activation, which is made even worse by the fact that confusion gets
stronger the more duration confusion has on you.

> Confusion as a debuff no longer guarantees random movement if you're
resting.

This remedies the last bit by not making it a literal guarantee that you
can't move in any direction after...... *3* triggers of confusion. It
should be obvious to anyone how absurd this is.

Honestly, it's plain as day that the only reason any of this ended up
like it is because of poor coding and oversights. This is just bringing
things down to their designed level.

## Changelog

🆑
del: Removed the threshold for confusion symptom that adds illiteracy to
the disease.
balance: Clamps confusion symptom's confusion to a maximum of 30
seconds.
qol: Confusion as a debuff no longer guarantees random movement if
you're resting.
/🆑

* Nerfs Confusion symptom for diseases

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-09-02 17:51:04 -07:00
SkyratBot 1eda59a459 [MIRROR] Replaces Ascended Blade Heretic stun imminuty with a stun absorption effect (it's not as cool as it sounds) [MDB IGNORE] (#23472)
* Replaces Ascended Blade Heretic stun imminuty with a stun absorption effect (it's not as cool as it sounds)  (#78060)

## About The Pull Request

Instead of being completely immune to stuns after ascension, blade
heretics now have a stun absorption. This is the effect that His Grace
and the Bastard Sword use.

It functions similarly, in that it stops you from being hardstunned, but
the difference it is they are only immune to a limited amount of stuns
for a limited amount of time before it recharges.

Currently that number is 45 seconds of stuns, with a 2 minute recharge,
meaning if you take more than 45 seconds of stun effects you will stop
being immune.

Bear in mind this still provides full immunity to being stamcrit*, as
stam doesn't contribute towards "seconds stunned" number.

*Unless you used all 45 seconds of stun immunity then you will no longer
be immune until you recharge.

Also to compensate, I gave them a slightly modifier protecting against
knockdowns.

## Why It's Good For The Game

I forgot Stun Absorptions were a thing entirely when making this even
though I refactored the darn things.

Anyways, the reason why I'm doing this is that Stun Absorptions are just
a slightly more fair, less overt way of providing stun immunity, and I
think it fits the theme more.

You're supposed to be a master duelist, but being able to take on a
dozen people at once is not entirely intended (even though this is the
ascension, I know). Stun Absorptions lend better to that, since you run
out of stun juice eventually before you have to pull back.

Though ultimately this doesn't change very much, as we use very few
hardstuns now-a-days:

- A flashbang will contribute about 10 seconds of stun time
- A flash is similar to a flashbang
- Bodythrows and tackles are less than 5 seconds
- Beepsky, 10 seconds
- Stamcrit, 0 seconds, but you are still slowed by stamina damage
- A banana peel, default is roughly 6 seconds. <-- (This is why I gave
them a knockdown modifier)

However it does mean you can't really tank an AI stun turret all day.
That's Rust's thing. Go play Rust Heretic.

## Changelog

🆑 Melbert
balance: Ascended Blade Heretics no longer have blanket stun immunity,
they now have 45 seconds of stun absorption that recharges after 2
minutes - think His Grace. This doesn't affect stamcrit (still immune to
that) (assuming you haven't consumed all of your immunity charge) but
does affect hard CC such as slips, flashbangs, or beepsky.
balance: Ascended Blade Heretics now have a 0.75 modifier to incoming
knockdowns.
/🆑

* Replaces Ascended Blade Heretic stun imminuty with a stun absorption effect (it's not as cool as it sounds)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-02 17:39:23 -04:00
SkyratBot d4bb0d4c86 [MIRROR] Adds Summon Cheese [MDB IGNORE] (#23430)
* Adds Summon Cheese

* Update staff.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-31 18:09:25 -07:00
SkyratBot 0d1f672887 [MIRROR] megafauna no longer gib/dust you [MDB IGNORE] (#23427)
* megafauna no longer gib/dust you (#77731)

## About The Pull Request
megafauna now gut you instead of gibbing or dusting

colossus bolts still dust to prevent bodychair cheese
## Why It's Good For The Game
shaft miners are already hard to recover(or impossible in the case of
dusting), having to go through lavaland and likely near the megafauna
itself. This should still be punishing enough for losing to a megafauna
as it removes their heart, lungs and liver from their body while still
leaving it intact, just easier to recover.
## Changelog
🆑
balance: megafauna will now gut instead of dusting or gibbing
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* megafauna no longer gib/dust you

---------

Co-authored-by: 1393F <59183821+1393F@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-08-31 12:25:32 -07:00
SkyratBot db361176cf [MIRROR] Cursed Slot Machine Fixes [MDB IGNORE] (#23420)
* Cursed Slot Machine Fixes (#77989)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

A lot of these were stuff I did in response to reviews but apparently
didn't test extremely thoroughly. My bad.

* The proc for checking if the machine is in use is split out into its
own thing for clarity, and for potential reuse.
* The signal is no longer fucked up so you can actually get more than
one curse out of the slot machine as intended.
* Admin heals (and admin heals only) can remove the status effect. This
is just in case someone fucks up a variable when running an event and
wants to quickly heal some people while they varedit it to actually be a
proper event.
* Some nice code stuff while I was there, we don't need to be
typecasting to human anymore so it's nice to fix that.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Fixes are good.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: The Cursed Slot Machine should now actually give you more than one
pull.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
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* Cursed Slot Machine Fixes

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-30 21:43:10 -04:00
SkyratBot d7cd5e2456 [MIRROR] The Curse Of The Slot Machine - Now Clone-less [MDB IGNORE] (#23380)
* The Curse Of The Slot Machine - Now Clone-less

* The copy paste really needs to be gutted to the essentials

* Update burns.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-28 02:51:46 -04:00
SkyratBot f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
SkyratBot 791a8cdc76 [MIRROR] Replaces the decloning virus clone damage with a status effect [MDB IGNORE] (#23310)
* Replaces the decloning virus clone damage with a status effect (#77824)

## About The Pull Request

Simply replaces the decloning virus's dependency on clone loss with a
status effect that operates on a strike system, very similar to how it
was handled with clone damage. The strikes are reversed if you have
mutadone in your blood, eventually removing the status effect entirely.
If the virus is cured, the status effect is also removed.

Additionally, the decloning virus was not curable before. The cure hints
suggested this shouldn't be the case, so I added it back again.

## Why It's Good For The Game

Explanation from #77569:

> Clone damage is a damage type that shouldn't exist anymore, it's a
relic left from the era of cloning and it's so specific of a damage type
that it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.

What's changed since then is that I don't think clone damage should not
exist at all anymore. It only affects one department and a few odd
situations anyways.

This PR should actually change very little about the virus, as it works
with the same numbers as it did before, and since cloneloss healing is
just as easy to come by as taking mutadone is.

## Changelog
🆑 distributivgesetz
add: Replaces decloning clone damage with a strike system that you can
replenish with Mutadone.
fix: The decloning virus is curable with rezadone again.
/🆑

* Replaces the decloning virus clone damage with a status effect

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
2023-08-24 21:45:47 -04:00
SkyratBot 715015d879 [MIRROR] Fix sleep status effect not processing [MDB IGNORE] (#23266)
* Fix sleep status effect not processing (#77637)

## About The Pull Request
Some fixes in #77219 brought up some weirdness with the sleep status
effect. Healium would perma-sleep people, and sleeping in general lost
the ability to heal minor wounds.

## Why It's Good For The Game
Fix bugs, wow healium is abusable right now

* Fix sleep status effect not processing

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-08-22 19:11:38 -04:00
SkyratBot 10018d4614 [MIRROR] Replaces slime clone damage with a "Covered in Slime" status effect [MDB IGNORE] (#23230)
* Replaces slime clone damage with a "Covered in Slime" status effect

* Update tgstation.dme

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-21 14:36:15 -04:00
SkyratBot 57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630)

## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot 52bd1b6233 [MIRROR] Kills seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216

`status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I
feel like I should address it

For a majority of status effects, they process on fast processing but do
not tick every fastprocessing tick

This means that using `seconds_per_tick` here is not giving you the
seconds between status effect ticks, it's giving you seconds between
processing ticks (`0.2`)

This is how it's misleading - If you have a tick interval of `1
SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's
actually one-fifth. So all of your effects are now 80% weaker.

I have replaced the use of `seconds_per_tick` in tick with
`seconds_between_ticks`.

This number is, quite simply, the initial tick interval of the status
effect divided by ten.

An effect with the tick interval of `1 SECONDS` has a
`seconds_between_ticks` of 1.

As a consequence, some things which were inadvertently made weaker, such
as fire and some heretic things (at a glance), are now a little
stronger.

## Why It's Good For The Game

See above. Makes it more clear what you're doing when working with
effects.

## Changelog

🆑 Melbert
code: Updated some status effect tick code to be more clear of how long
is elapsing between ticks. Some effects that were inadvertently weakened
are now stronger as a result (fire and some heretic effects).
/🆑

* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things

* Modular updates

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:31:41 -04:00
SkyratBot 23cda1571f [MIRROR] No roundstart playable MULEs / Trampling requires hacking [MDB IGNORE] (#22585)
* No roundstart playable MULEs / Trampling requires hacking (#76837)

## About The Pull Request

Prevailing feedback has been:
- The player base cannot be trusted to control MULEbots.
- It should be clearer what bots can and can't do.

The former is easy to fix.
The latter is sort of a matter for policy but I'm going to investigate
giving bots a rudimentary laws system. Plus that sounds much more
controversial than this so I am going to atomise this outside of that
PR.

MULEbots can still be set to allow sentience by cargo technicians, but
don't start that way.

ADDITIONALLY this PR just changes it so that MULEbots do not crush
people unless:
- They have been emagged.
- Their safety wire has been cut.
Either means works, so it's not too hard to access for nefarious
purposes, but hard to do to yourself.
Otherwise they just slow down for a few seconds instead.

Also fixed an unrelated name bug while I was there.

Closes #76926

## Why It's Good For The Game

Players would take them, not deliver any cargo, and repeatedly ask
people to lie down in front of them.
Plus Tram has 5 of the things which is frankly too many to be wandering
around the bar.

## Changelog

🆑
balance: You can't possess a MULE as soon as the round starts, someone
will have to give you permission.
balance: MULEbots no longer crush prone characters unless they have been
hacked (or emagged).
fix: Bots can put numbers in their names, what with being robots.
admin: Adds attack logging when certain wires are cut (for instance:
MULEbot safeties)
/🆑

* No roundstart playable MULEs / Trampling requires hacking

* add missing arg

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 02:02:40 -04:00
SkyratBot 032f45f939 [MIRROR] Adds a new positive quirk, "Spacer Born". [MDB IGNORE] (#22520)
* Adds a new positive quirk, "Spacer Born".

* Update quirks.dm

* Update quirks.dm

oops

* No combining with oversized quirk

* Update quirks.dm

this is why I don't edit in the web app

* Removes HUMAN_ONLY flag

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 00:57:28 -04:00
SkyratBot 07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot 0e45b59067 [MIRROR] Add healing boost to organs while mob is sleeping [MDB IGNORE] (#22526)
* Add healing boost to organs while mob is sleeping (#76679)

## About The Pull Request
This adds the healing bonuses from sleeping effects (mood, pillow,
sleeping in darkness, etc.) and applies it to organs natural healing
regeneration. The regen rate is very low, so I added a heavy x5
multiplication rate to all the sleep bonuses for organs specifically.

If an organ is dying or robotic then the effects don't apply.

## Why It's Good For The Game
More benefits to sleeping after injuries. This encourages patients to
rest properly after revival or major surgery.

## Changelog
🆑
add: Add healing boost to organs while mob is sleeping (does not apply
to robotic or dying organs)
/🆑

* Add healing boost to organs while mob is sleeping

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:47:35 -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 f9157237a7 [MIRROR] Makes cult leader handling work off of the Cult datum [MDB IGNORE] (#22286)
* Makes cult leader handling work off of the Cult datum

* Fix diffs

* moved to cult_team

* Fix conflict

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:23:44 -04:00
SkyratBot 27952f3232 [MIRROR] Fix Too Slowing people with high fives [MDB IGNORE] (#22086)
* Fix Too Slowing people with high fives  (#76277)

## About The Pull Request

At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).

Restores that behavior with a bit more code tweaking.

## Why It's Good For The Game

How can I be too slow?

## Changelog

🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑

* Fix Too Slowing people with high fives

* d'oh!

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-12 15:22:07 -04:00
lessthanthree 68614e0be8 Fix liver damage on alcohol processing (#22310)
* alcohol tolerance

* are YOU drunk, LT3?
2023-07-12 12:59:00 -04:00
SkyratBot 24e62a469d [MIRROR] [NO GBP] I flunked a commit just a hour ago and now Tinea Luxor's effect only lasts two seconds when added to mobs with a reagent holder. That was idiotic of me. [MDB IGNORE] (#22062)
* [NO GBP] I flunked a commit just a hour ago and now Tinea Luxor's effect only lasts two seconds when added to mobs with a reagent holder. That was idiotic of me.

* Update neutral.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-06 14:15:57 -07:00
SkyratBot dae003034b [MIRROR] [s] Knocks the lights out of Tinea Luxor [MDB IGNORE] (#22060)
* [s] Knocks the lights out of Tinea Luxor (#76295)

## About The Pull Request
So, we've a problem where the lights from Tinea Luxor can be staked up
indefinitely, because someone thought it was a brilliant idea to use
expose_mob rather than on_mob_metabolize.

## Why It's Good For The Game
This will close #76263. Aaaand yes, this is a webedit PR.

## Changelog

🆑
fix: Fixes the lights from Tinea Luxor being stackable to the point of
crashing the game for others.
/🆑

* [s] Knocks the lights out of Tinea Luxor

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-06 11:48:12 -07:00
lessthanthree 418e0ede0f Increased alcohol/nicotine tolerance (#21546)
* booze

* Update mobs.dm

* nya

* Revert "nya"

This reverts commit faa0b97c0522a2860fb265d37ddd80f71e6a68c8.

* remove from master_files/sr defines

* better comment

* Update generic_addictions.dm

* reduce messages

* reduced nicotine rate
2023-06-26 20:54:37 +00:00
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 e10c569414 [MIRROR] Acid particles (+unsorted acid/burning/thermite component changes) [MDB IGNORE] (#21874)
Acid particles (+unsorted acid/burning/thermite component changes)

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 15:19:40 +00:00
SkyratBot 6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot da5da42a18 [MIRROR] Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) [MDB IGNORE] (#21884)
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)

## About The Pull Request

- Refactors the stun absorption list into a status effect

- Does a fair bit of cleanup around stun code

Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.

- `incapacitate` didn't have a signal, now it does

## Why It's Good For The Game

More consistent, better code? I may use this in the future.

## Changelog

🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑

* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 14:18:06 +01:00
SkyratBot c0ef533cad [MIRROR] Stops particle holders from appearing on context menu [MDB IGNORE] (#21867)
* Stops particle holders from appearing on context menu (#76006)

## About The Pull Request

Basically, due to carbons using KEEP_TOGETHER, particles were appearing
on the context menu which is annoying. I have no idea why it behaves
like this.
Buuut, giving particle holders the KEEP_APART flag does fix this.

closes https://github.com/tgstation/tgstation/issues/75641

## Why It's Good For The Game

Bugfix good

## Changelog

no

* Stops particle holders from appearing on context menu

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-06-16 10:52:35 +01:00
SkyratBot a7336df57f [MIRROR] The destabilization of your eigenstate can no longer be paused by stripping naked [MDB IGNORE] (#21811)
* The destabilization of your eigenstate can no longer be paused by stripping naked (#75982)

## About The Pull Request

The destabilization of your eigenstate can no longer be paused by
stripping naked.

## Why It's Good For The Game

one of the stages of the eigenstasium od's status effect is causing your
items to teleport off of you

this early returned out if you had no items to teleport off of yourself

and it did this before the line of code that increments the status
effect's progress counter

so if you had no items to teleport, you'd never progress to the later
stages of the status effect

## Changelog

🆑 ATHATH
fix: The destabilization of your eigenstate can no longer be paused by
stripping naked.
/🆑

* The destabilization of your eigenstate can no longer be paused by stripping naked

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2023-06-14 13:25:20 -07:00
SkyratBot 98774c8580 [MIRROR] Fixes mind traits (Curator, Miner, Clown) [MDB IGNORE] (#21397)
* Fixes mind traits (Curator, Miner, Clown) (#75593)

## About The Pull Request

Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.

Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.

Clown's Naive:

![image](https://github.com/tgstation/tgstation/assets/53777086/30e92026-5d1d-44a5-9969-206df99c5e8f)

Tower of Babel:

![image](https://github.com/tgstation/tgstation/assets/53777086/b1d41f9d-e020-495c-89de-0d4e2c953442)

## Why It's Good For The Game

Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.

## Changelog

🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑

* Fixes mind traits (Curator, Miner, Clown)

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-24 16:34:55 +02:00
SkyratBot 6c9be73f51 [MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences.

* [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267)

Fixes the TTS PR.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-19 01:47:19 +01:00
SkyratBot a4994167fa [MIRROR] Drunk slurring scales based on how drunk you are [MDB IGNORE] (#21247)
* Drunk slurring scales based on how drunk you are (#75459)

## About The Pull Request

The strength of the slurring effect drunkness applies on you now scales
based on how drunk you are.

Being "a little" drunk still changes your saymod, and makes you
occasionally slur your words...

![image](https://github.com/tgstation/tgstation/assets/51863163/1b21b359-a1f9-428a-8e10-d2028ac59728)

But being "a lot" drunk kicks it up to 11

![image](https://github.com/tgstation/tgstation/assets/51863163/9d593c80-75ff-4d02-8e7c-e48c738154bb)

Additionally, drunk slurring was separated into "generic slurring" and
"drunk slurring", the former which does not scale but less closely
resembles drunkness. Generic slurring is used in places such as
concussions, so this is an added bonus.

As a result of the split, I had to update mind restoration. Now it heals
all types of slurring, which does include cult slurs.

## Why It's Good For The Game

I, and many other people, always found it very annoying when you became
completely illegible from taking one sip of a drink. This seeks to amend
that by making low levels of drunkness still for the most part be
legible and sane. Average drunkness is roughly the same / equal to the
old slurring effect, while "very drunk" is even more illegible and silly
(which I find funny).

This has the added bonus of separating out "drunk slurring" and "generic
slurring", allowing effects to slur your words without going full ham on
drunkness (burping and "huhh"s).

## Changelog

🆑 Melbert
add: When you are drunk, the strength of your slurring now varies based
on how drunk you are. Being "a little drunk" only rarely slurs your
words, being average drunk is the same as the old effect, while being
very drunk now slurs your words even more.
add: Some non-alcohol sources of slurring, such as concussions, now give
"generic slurring" rather than "drunk slurring", which less resemble
being drunk (ie, no burping).
add: Mind restoration now heals ALL slurring, rather than only drunk
slurring (which includes cult / heretic slurring).
/🆑

* Drunk slurring scales based on how drunk you are

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-16 23:10:09 -07:00
Tom d39b53a694 Fix SHOULD_NOT_SLEEP hit in dna_melt status_effect (#75234) (#21199)
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2023-05-15 18:39:19 -07:00
SkyratBot 716343ea01 [MIRROR] Makes genetic damage gorillas work [MDB IGNORE] (#21150)
* Makes genetic damage gorillas work (#75398)

## About The Pull Request
Moves the genetic damage status effect's `qdel()` after making the
status effect's owner a gorilla.
Basically un-fucks the interaction, as it was accidentally fucked in
#74799, see
https://github.com/tgstation/tgstation/issues/74981#issuecomment-1546140751

## Why It's Good For The Game
Fixes #74981

## Changelog
🆑
fix: made gorilla transformation when affected by excess amounts of
genetic damage work
/🆑

* Makes genetic damage gorillas work

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-05-15 14:14:52 +01:00
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 d5f9f5bff1 [MIRROR] Refactors genetic damage component to be a status effect [MDB IGNORE] (#20671)
* Refactors genetic damage component to be a status effect (#74799)

## About The Pull Request

The genetic damage component looked like a status effect, swam like a
status effect, quacked like a status effect, but wasn't a status effect.

Irradiated component is also guilty of this, but it has the excuse of
also getting applied to items. This one only applies to mobs though,
so...

## Why It's Good For The Game

Easier to maintain code, that's about it.

## Changelog

Not player facing.

* Refactors genetic damage component to be a status effect

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:25 +01:00
SkyratBot 9cee4ee779 [MIRROR] Optimizes particle holders [MDB IGNORE] (#20599)
* Optimizes particle holders (#74524)

## About The Pull Request

It isn't really an issue now, but these will be used more in future, so
let's start off strong.

There's a lot of work going on here that doesn't really need to be
happening, mostly off not knowing a trickTM.

Biggest one is vis_locs and vis_contents are linked lists, being in one
requires being in another. Atoms clear out their vis_locs on Destroy, so
we do not need to "own" references to things that have us in their
vis_contents.

This combined with knowing our old loc's loc off Moved made the use of
weakrefs here unneeded. Similarly, atoms inside atom movables qdel on
when the upper layer is deleted, so most cases of the qdeleting signal
were unneeded.

Also, we only cared about movement if we were an item (speaking of
which, I swapped out the isitem stuff with a flag that gets passed into
the new() call)

## Why It's Good For The Game

Speed

* Optimizes particle holders

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-04-16 23:59:20 +01:00
SkyratBot 86adc2d878 [MIRROR] [no gbp] Simple animals can't catch on fire [MDB IGNORE] (#20583)
* [no gbp] Simple animals can't catch on fire (#74736)

## About The Pull Request

Fixes #74633
FIxes #74739

I probably broke this when I refactored spiders and it became apparent
because someone added particles to it.
Simple animals didn't really do anything as a result of being on fire
except perhaps invisibly pass it on to other people, but it was wasteful
to apply the status effect.

## Why It's Good For The Game

No mostly-invisible fire hazards.

## Changelog

🆑
fix: Renault and other simple animals are now correctly fireproof.
/🆑

* [no gbp] Simple animals can't catch on fire

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-16 23:56:56 +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 a60c7dcaa4 [MIRROR] Fire and water particle effects for mobs (sick) [MDB IGNORE] (#20409)
* Fire and water particle effects for mobs (sick) (#74555)

## About The Pull Request

Mobs on fire and wet mobs get cool particle effects

## Why It's Good For The Game

https://user-images.githubusercontent.com/82850673/230459326-184b5553-17db-49df-997f-8db4c87df601.mp4
fire particles (big fire)
small fire just reduces the spawn rate of particles to 20% of this

https://user-images.githubusercontent.com/82850673/230468680-b831e557-bb0a-4489-8aef-4fefdfc14e43.mp4
wet particles

sick

## Changelog

🆑
add: Mobs on fire get particle effects (it looks sick)
add: Wet mobs get particle effects (it looks sick)
/🆑

* Fire and water particle effects for mobs (sick)

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-07 19:39:29 -07:00
SkyratBot 22bb74575f [MIRROR] March Into Mapness: Anomaly Research Ruin [MDB IGNORE] (#20261)
* March Into Mapness: Anomaly Research Ruin (#74110)

## About The Pull Request
Adds a new ruin: Anomaly Research Center!
Researcher Anna Molly disappeared along with 20 anomaly cores, where
could she have gone?

![image](https://user-images.githubusercontent.com/7501474/228217881-6b510347-d37f-4713-841c-e2280b92f69c.png)

<details>
  <summary>Pictures</summary>

(a bit outdated but not that much)

![image](https://user-images.githubusercontent.com/7501474/226172256-1d29257e-0914-48da-b199-8ecb3d0b8d99.png)

![image](https://user-images.githubusercontent.com/7501474/226172318-f98d7402-0b3e-4797-b788-2085bfc6ac46.png)

![image](https://user-images.githubusercontent.com/7501474/226172341-b70ae4d6-c1e2-4cf7-8667-c64ac99252cf.png)

![image](https://user-images.githubusercontent.com/7501474/226172364-c7b4c78f-4ddd-4ded-8ca2-92cb74e05d86.png)

![image](https://user-images.githubusercontent.com/7501474/226172378-8cf579b3-c081-436b-8121-ac6e080d7af0.png)

![image](https://user-images.githubusercontent.com/7501474/226172387-ef67e32f-adb1-4d68-8e6a-a0beb7f0435d.png)

![image](https://user-images.githubusercontent.com/7501474/226172406-d735ce68-2bd6-4218-acc3-7efa0acdca06.png)

![image](https://user-images.githubusercontent.com/7501474/226172413-03c9bff7-2d96-4f51-be3a-ea738f92c04f.png)

![image](https://user-images.githubusercontent.com/7501474/226172448-ea19ced1-6f34-4cc4-ac98-6dbfd1481847.png)

![image](https://user-images.githubusercontent.com/7501474/226172454-a8df6a4d-7a14-4942-ab71-9baa03a948fd.png)
</details>

<details>
  <summary>Loot and hazards</summary>

**Loot**

- (1) Raw anomaly core
- NO ANOMALY CORES
- Empty anomaly armor, empty bag of holding
- Bunch of anomaly neutralizers
- 5u of wittel (guarded by anomaly)
- (5) New anomaly releaser, use on an anomaly core to release and
stabilize the anomaly, removing the decay timer

**Hazards**
Area is guarded with "hollow" anomalies, stable and coreless (flux,
bluespace, hallucination, delimber)
They cannot be signalled, but the anomaly neutralizes will make them go
away

BEEEG ANOMALIE: Spawns with a contained supermassive anomaly. There's
four possible big anomalies that can spawn:
- Mega Bluespace: Has a longer reach and can teleport further. On touch,
teleports you all over space for 10 seconds
- Mega gravity: Distorts the area around it, as strong as the rare
gravity anomaly, but with extreme moveforce
- Mega Pyro: Creates more plasma, turns the tile it's on into lava,
dusts on touch
- Mega Flux: Extra damage, dusts on touch, shoots lightning

</details>

### Mapping March
Ckey to receive rewards: timegreen

## Why It's Good For The Game
I think we're overdue for an anomaly ruin. The ruin has some unique loot
that could be really fun, but not devastating, to play around with on
the station. The mega-anomaly is also pretty cool.

## Changelog
🆑
add: Researcher Anna Nomally has disappeared into space, carrying 20
anomaly cores. What could she be up to?
/🆑

---------

Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>

* March Into Mapness: Anomaly Research Ruin

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>
2023-04-02 03:32:28 +01:00
SkyratBot be0e290f94 [MIRROR] Adds pillow bonus for sleeping. [MDB IGNORE] (#20241)
* Adds pillow bonus for sleeping. (#74349)

## About The Pull Request
There is bedsheet bonus, but no pillow bonus.
## Why It's Good For The Game
Healthy sleep.
## Changelog
🆑
add: Sleeping with a pillow restores more health.
/🆑

---------

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

* Adds pillow bonus for sleeping.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-01 21:11:46 +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 63fbe49e4d [MIRROR] Minor typo fixes [MDB IGNORE] (#20161)
* Minor typo fixes (#74317)

## About The Why It's Good For The Game Pull Request
Immersion

## Changelog

🆑 Tattle
spellcheck: fixed a few typos, mostly around breathing
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Minor typo fixes

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Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2023-03-29 22:37:00 +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

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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 0e9b1026f9 [MIRROR] Ensures some ling ability icon always update correctly, Fixes a potential input stall in Revival Stasis [MDB IGNORE] (#19597)
* Ensures some ling ability icon always update correctly, Fixes a potential input stall in Revival Stasis

* Update changeling_power.dm

* Update fakedeath.dm

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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:13:54 +00:00
SkyratBot 480745ce05 [MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat

* spooky scary spider

* Revert "spooky scary spider"

This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8.

* resolve conflicts

* resolve conflicts

* https://github.com/tgstation/tgstation/pull/73724

https://github.com/tgstation/tgstation/pull/73724

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561

* fixes

* wew

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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:47:03 +00:00