mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-20 14:45:05 +00:00
99ca6be8919668db901b18bf1799a87f33c09701
1860 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
223badbebb |
Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> # Conflicts: # code/_globalvars/traits/_traits.dm # code/_globalvars/traits/admin_tooling.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm |
||
|
|
fdd0ae9db0 |
Can't kinetic crusher mark a space dragon anymore (#2591)
## About The Pull Request Makes dragons unable to be marked by a kinetic crusher. ## Why It's Good For The Game Kinetic crushers get kinda whack amounts of damage with mark because they're balanced for megafauna health. ## Proof Of Testing https://github.com/user-attachments/assets/9f62107b-f9c7-41d4-99e0-82bf8e35c17c ## Changelog 🆑 balance: Can't kinetic crusher mark space dragons anymore /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
a455a5650b |
Move permanent limp to modular (#2576)
## About The Pull Request Forgot to check if I could make it modular before making pull request, it can be. Updating a previous PR to be modular where it makes sense. Some files are left as commented edits where it makes more sense to do so. ## Why It's Good For The Game Better follows contribution guidelines. ## Proof Of Testing Functions the same way/no changes in how it runs, just how code is structured. |
||
|
|
f9cbe69b19 |
Add permanent limp quirk (#2560)
## About The Pull Request Adds a permanent limp quirk, negative with a cost of -3. Allows adding a minor, moderate, or major limp to a characters leg that cannot be treated short of limb replacement. ## Why It's Good For The Game Requested by a player. Allows for players to have a character that limps naturally without having to dislocate a leg in round. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 Cerami add: Adds a new negative quirk: permanent limp /🆑 Edit: Changed cost to -3 Made incompatible with paraplegic and hemiplegic |
||
|
|
8f8b4648ee |
Large hypo fix and new large bottles for chemistry press (#2481)
## About The Pull Request Increases the chemical press capacity to 100 to allow large hypos to be filled fully, and adds a new large bottle, capable of holding 100 units. As a QOL request, the minimum size for things is now 1u. ## Why It's Good For The Game why can we only fill large hypos halfway? Large bottles great for stuff like blood or synthflesh, or mixtures of chems. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> Large bottles (Filled and coming from the press)  Large hypos working the same   </details> ## Changelog 🆑 add: Chemical press can now fill large bottles (100u) add: Adds large bottles qol: Chemical press can now fill large hypos fully (100u) qol: Chemical press can now dispense pills and patches at 1u /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
ca355b9779 | Merge branch 'master' into upstream-24-11b | ||
|
|
9d497ae5b8 |
(Port) MKUltra - Mind Control (#2206)
<!-- 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 **Special thanks to waterpig and lessthanthree for helping me get this to work.** Ports MKUltra from [Citadel](https://github.com/Citadel-Station-13/Citadel-Station-13/pull/8356) To summarize, this PR adds a new reagent, MKUltra. MKU can be used to either make people your pet if they have the **_NEW ERP hypnosis interaction_** preference enabled or make people obey your commands if they don't have the pref enabled. ### How it's made - one part coco powder - one part bluespace dust - one part psicodine - one part mindbreaker toxin - one part happiness - one unit of blood (IT HAS TO BE FROM YOURSELF OR THE PERSON DRINKING IT WONT BE ENTHRALLED TO YOU) ### How it works (Taken directly from the preamble to the code at `modular_zubbers\code\modules\mkultra\MKUltra.dm`) The magnum opus of FermiChem - Long and complicated, I highly recommend you look at the two other files heavily involved in this modular_zubbers\code\modules\mkultra\chem.dm - handles the subject's reactions modular_zubbers\code\modules\mkultra\vocal_cords.dm - handles the enchanter speaking HOW IT WORKS chem.dm There are 3 main ways this chemical works; I'll start off with discussing how it's set up. Upon reacting with blood as a catalyst, the blood is used to define who the enthraller is - thus only the creator is/can choose who the master will be. As a side note, you can't adminbus this chem, even admins have to earn it. This uses the fermichem only proc; FermiCreate, which is basically the same as On_new, except it doesn't require "data" which is something to do with blood and breaks everything, so I said bugger it and made my own proc. It basically sets up vars. When it's first made, the creator has to drink some of it, in order to give them the vocal cords needed. When it's given to someone, it gives them the status effect and kicks off that side of things. For every metabolism tick, it increases the enthrall tally. Finally, if you manage to pump 100u into some poor soul, you overload them, and mindbreak them. Making them your willing, but broken slave. Which can only be reversed by; fixing their brain with mannitol and neurine (100 / 50u respectively) (or less with both), vocal_cords.dm This handles when the enchanter speaks - basically uses code from voice of god, but only for people with the status effect. Most of the words are self explanatory, and has a smaller range of commands. If you're not sure what one does, it likely affects the enthrall tally, or the resist tally. list of commands: -mixables- enthrall_words reward_words punish_words 0 saymyname_words wakeup_words 1 silence_words antiresist_words resist_words forget_words attract_words 2 sleep_words strip_words walk_words run_words knockdown_words 3 statecustom_words custom_words objective_words heal_words stun_words hallucinate_words hot_words cold_words getup_words pacify_words charge_words Mixables can be used interspersed with other commands, 0 is commands that work on sleeper agents (i.e. players enthralled to state 3, then ordered to wake up and forget, they can be triggered back instantly) 1 is for players who immediately are injected with the chem - no stuns, only a silence and something that draws them towards them. This is the best time to try to fight it, and you're likely to win by spamming resist, unless the enchantress has plans. 2 is the seconds stage, which allows removal of clothes, slowdown and light stunning. 3 is the final stage, which allows application of a few status effects (see chem.dm) and allows custom triggers to be installed (kind of like nanites), again, see chem.dm In a nutshell, this is the way you enthrall people, by typing messages into chat and managing cooldowns on the stronger words. You have to type words and your message strength is increases with the number of characters - if you type short messages the cooldown will be too much and the other player will overcome the chem. I suppose people could spam gdjshogndjoadphgiuaodp but, the truth of this chem is that it mostly allows a casus belli for subs to give in, and everyone's a sub on cit (mostly), so if you aujigbnadjgipagdsjk then they might resist harder because you're a baddie and baddies don't deserve pets. Also, the use of this chem as a murder aid is antithetic to its design, the subject gains bonus resistance if they're hurt or hungry (I'd like to expand this more, I like the idea that you have to look after all of them otherwise they aren't as effective, kind of like tamagachis!). If this becomes a problem, I'll deal with it, I'm not happy with people abusing this chem for an easy murder. (I might make it so you an't strike your pet when health is too low.) Additionally, in lieu of previous statement - the pet is ordered to not kill themselves, even if ordered to. chem.dm oof There are a few basic things that have to be understood with this status effect 1. There is a min loop which calculates the enthrall state of the subject, when the enthrall tally is over a certain amount, it will push you up 1 phase. 0 - Sleeper 1 - initial 2 - enthralled 3 - Fully entranced 4 - mind broken 4 can only be reached via OD, whereas you can increment up from 1 > 2 > 3. 0 is only obtainable on a state 3 pet, and it toggles between the two. 1.5 Chem warfare Since this is a chem, it's expected that you will use all the chemicals at your disposal. Using aphro and aphro+ will weaken the resistance of the subject, while ananphro, anaphro+, mannitol and neurine will strengthen it. Additionally, the more aroused you are, the weaker your resistance will be, as a result players immune to aphro and anaphro give a flat bonus to the enthralled. The impure toxin for this chem increases resistance too, so if they're a bad chemist it'll be unlikely they have a good ratio (and as a secret bonus, really good chemists can purposely make the impure chem, to use either to combat the use of it against them, or as smoke grenades to deal with a large party) 2. There is a resistance proc which occurs whenever the player presses resist. You have to press it a lot, this is intentional. If you're trying to fight the enchanter, then you can't click both. You will usually win if you just mash resist and the enchanter does nothing, so you've got to react. Each step further it becomes harder to resist, in state 2 it's longer, but resisting is still worthwhile. If you're not in state 3, and you've not got MKultra inside of you, you generate resistance very fast. So in some cases the better option will be to stall out any attempts to entrance you. At the moment, resistance doesn't affect the commands - mostly because it's a way to tell if a state 3 is trying to resist. But this might change if it gets too hard to fight them off. During state 3, it's impossible to resist if the enthraller is in your presence (8 tiles), you generate no resistance if so. If they're out of your range, then you start to go into the addiction processed As your resistance is tied to your arousal, sometimes your best option is to wah 3. The addition process starts when the enthraller is out of range, it roughly follows the five stages of grief; denial, anger, bargaining, depression and acceptance. What it mostly does makes you sad, hurts your brain, and sometimes you lash out in anger. Denial - minor brain damaged bargaining - 50:50 chance of brain damage and brain healing anger - randomly lashing out and hitting people depression - massive mood loss, stuttering, jittering, hallucinations and brain damage depression, again - random stunning and crying, brain damage, and resistance acceptance - minor brain damage and resistance. You can also resist while out of range, but you can only break free of a stage 3 enthrallment by hitting the acceptance phase with a high enough resistance. Finally, being near your enthraller reverts the damages caused. It is expected that if you intend to break free you'll need to use psicodine and mannitol, or you'll end up in a bad, but not dead, state. This gives more work for medical!! Finally, the true rational of this complicated chem comes out. 4. Status effects in status effects. There are a few commands that give status effects, such as antiresist, which will cause resistance presses to increase the enthrallment instead, theses are called from the vocal cords. They're mostly self-explanatory; antiresist, charge, pacify and heal. Heals quite weak for obvious reasons. I'd like to add more, maybe some weak anneals with brute/exhaustion costs after the status is over. A truth serum might be neat too. State 4 pets don't get status effects. 5. Custom triggers Because it wasn't complicated enough already. Custom triggers are set by stating a trigger word, which will call a sub proc, which is also defined when the trigger is Called The effects available at the moment are: Speak - forces pet to say a pre-allocated phrase in response to the trigger Echo - sends a message to that player only (i.e. makes them think something) Shock - gives them a seizure/zaps them kneel - gives a short knockdown strip - strips jumpsuit only objective - gives the pet a new objective. This requires a high amount of mental capacity - which is determined by how much you resist. If you resist enough during phase 1 and 2, then they can't give you an objective. Feel free to add more. triggers work when said by ANYONE, not just the enchanter. This is only state 3 pets, state 4 pets cannot get custom triggers, you broke them you bully. 7. If you're an antag you get a bonus to resistance AND to enthralling. Thus it can be worth using this on both sides. It shouldn't be hard to resist as an antag. There are further bonuses to command, Chaplains and chemist. If you give your pet a collar then their resistance reduced too. (I think that's everything?) Fail states: Creating the chemical with too low of purity or setting the temperature too high will cause an explosion equivalent to that of a meth explosion. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game MKUltra gives both antagonists and erotic role players something to ask chemistry for, along with giving chemistry a new chemical to master making. Due to it requiring coco powder, it will additionally require the aid of botany, or going out of your way to get chocolate bars. But mostly, it enables more interactions between players, especially between antagonists and normal players, allowing for them to mind control players with more mechanics to back it up than just normal hypnosis does. _**I WOULD HIGHLY SUGGEST ANTAGONISTS USE LOOC BEFORE USING IT ON A VICTIM.**_ <!-- 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. --> ## Proof Of Testing It has been testmerged on Towel for a few days now and everything seems to work as intended. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 its 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. --> 🆑 xPokee, LT3 add: added MKUltra, chemical enthrallment /🆑 <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
0cab26cd21 |
Prevents using sign language in frenzy (#2453)
## About The Pull Request In terms of flavour of frenzy, you're supposed to not quite be sane enough to do much of anything besides try to get blood, or maybe act monstrously, that's why you are mute and deaf, but you could bypass via sign language, so this fixes that. ## Why It's Good For The Game It's wierd when the frenzying vampire literally starving and frenzying can speak, even though they should be really animal-like at that point ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: You can no longer use sign language while frenzying /🆑 |
||
|
|
85d32d85a0 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/datums/emotes.dm |
||
|
|
c73f30c3e2 | DNA Infusers now check for a datum trait instead of whether non-living objects are edible and have the GORE food type. (#87154) | ||
|
|
a7ffb1260a |
Feeding fish certain reagents may have some effects (#86955)
# Conflicts: # strings/fishing_tips.txt |
||
|
|
c664d93bb2 |
New station trait: Spiked Drinks (#87084)
## About The Pull Request Adds a new "Spiked Drinks" station trait which makes soda vendors have a 65% chance of dispensing drinks spiked with various booze. Most likely it'll be relatively harmless but there's a small chance of getting funkier mixtures instead. ## Why It's Good For The Game Its a rare-ish (3 weight) trait that mixes up the pool and fucks with some of the crew a bit. Some round variety and potential for shenanigans is always good. ## Changelog 🆑 add: New station trait "Spiked Drinks" that will add booze to most sodas has been added to rotation. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/modules/reagents/chemistry/holder/reactions.dm |
||
|
|
8d733c4f2d |
Adds the Fundamentally Evil quirk. Interactions with Empathy and Honorbound. (#87045)
## About The Pull Request Adds the Fundamentally Evil quirk. The quirk does nothing in of itself. If an Empath examines you, they will be shaken up by the fact that you are totally evil. Mindreaders can literally see that you're evil. If they're ALSO evil, it gives a gives a unique message. Honorbound chaplains can freely attack you without first declaring you evil. You are already evil. There is no outward tells for this fact, but if the chaplain pays attention to the medical records, you might have a problem on your hands. You are significantly harmed by holy water and holy explosions. So don't drink holy water if you can help it. ## Why It's Good For The Game I just think it'd be funny to have some crew, for whatever reason, be fully committed to being evil for no reason other than it is funny to bother empaths. I want a chaplain to come to the realization that I'm evil and see what happens. ## Changelog 🆑 add: Fundamentally Evil quirk. You might act normal, but you know deep down that you totally don't give a shit about anyone but yourself. Empaths better watch out. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> # Conflicts: # code/controllers/subsystem/processing/quirks.dm |
||
|
|
c7b9e995f5 |
Blocks patients from viewing operating computer UI (#87056)
## About The Pull Request You can no longer view operating computer UI while lying down as to prevent patients from peeking at the computer. ## Why It's Good For The Game Currently its very hard to pull off a surprise brainwashing surgery on someone as the patient can always peek at the computer to see what exactly is going on. With this change players will have to trust their doctors unless they want to be a victim of surgery related shenanigans. ## Changelog 🆑 balance: You can no longer view operating computer UI while lying down /🆑 |
||
|
|
58b9009ae5 | Space dragons can now catch and eat fish (plus shark form and rift fishing) (#86582) | ||
|
|
c5cc9ea00a |
Fixes prosopagnosia not working with screentips (bitflag&signal edition) (#86980)
## About The Pull Request So previously I made a pr for fixing the prosopagnosia quirk, but the code I wrote was far too ass for what was already incredibly hot code. In the comments, Mothblocks requested using the same bitflag&signal logic the other screentip modifiers use.  I, of course, said I'd look into it in a few days. Anyhow, 199 days later, I've made this pr. Here we introduce a new `mob_flags` var on `/mob`, where we set `MOB_HAS_SCREENTIPS_NAME_OVERRIDE`. Then, based on whether this is set, the screentips system sends a signal to the user mob to request possible name overrides. We then make the prosopagnosia quirk set this flag and register the signal, upon which it just sets the name to "Unknown" if it's a human. This fixes our issues (in a saner way). ## Why It's Good For The Game Better is prosopagnosia can't be easily obviated by just having screentips on. ## Changelog 🆑 fix: Prosopagnosia actually accounts for hover screentips, showing humans as Unknown in those too. /🆑 |
||
|
|
e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
|
|
372e41750b |
some more ai optimizations (#86975)
## About The Pull Request ai controllers that have exhausted all their current behaviors now stop processing until the next cycle, so we no longer need to do these checks on every process fire. idle behaviors are now instead handled by a new low priority subsystem. these are the costs before/after roughly 25 minutes into the round  ## Why It's Good For The Game improves ai performance ## Changelog 🆑 /🆑 |
||
|
|
f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
|
|
bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
||
|
|
ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
||
|
|
58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
||
|
|
ff2760e908 |
Adds new tasty fish to deep fryers. (#86690)
## About The Pull Request This PR introduces three new fish that can be caught from deep fryers. That's right, deep fryers are also fishing spots now. Is it silly? Yeah, but this is more or less the reason I made a whole PR to make fish edible. They've two gimmicks: one is that they're already fried, and neither raw nor gorey and can be cut into nuggets. The other is that they can evolve into the next type just by growing, no need of pairing them with each other, starting from the 'fryish', then the 'fritterish' (and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the english food company) and finally the 'nessie-fish' which is very rare and big and you'd probably get 20 nuggets by cutting it alone. Other than that, this PR adds a simple growth mechanic to fish, where they get a bit larger each time they're fed. The gained size and weight depends on several factors like hunger, their current size and weight and how much until they hit the maximum cap of twice the initial size and weight. This means bigger fish grow slowier, and it's better to feed them once in a while but not every other second. Obviously size and weight influence a lot of fish mechanics, so it's good to have a way to increase these values outside of breeding RNG (which is very shallow). TL;DR: Feed the fish once their hunger reaches 50% circa for maximum growth. Included in the PR are a few tidbits, like fixing a little mistake around the 'picky eater' fish trait, more readable code around the fish_growth component (unrelated to the aforementioned growth mechanic) and hunger or adding the fish evolution datum for armored pikes (normal pikes plus stinger trait, which I basically forgot to), and adjusting how weight and size of offsprings is calculated. ## Why It's Good For The Game First and foremost, a brand new on-station fishing spot that is not the fishing portal, toilets (or the rare moisture traps in maint). Second, a fish growth mechanic through which weight and size can be increased. Third, a few code things. Four, little bugs, now fixed. Fifth, have a screenshot of me fucking around to find out how many bites it takes to eat all of the deepfried gargantuan nessie (53, and I had to spawn another 10 humans to finish it):  ## Changelog 🆑 add: You can now fish new, tasty treats by the station deep fryers. add: You can now grow fish inside an aquarium by feeding them regularly (at 50% hunger for maximum growth). add: Added the evolution for pikes to armored pikes. /🆑 |
||
|
|
abea882914 |
Bloodsucker power refactor (#1458)
<!-- 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 Refactors bloodsuckers powers heavily and changes around a lot of few powers work and even removes a lot of copypasta from tremere powers. fixes #1384 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Currently Tremere is pretty meh compared to other bloodsuckers, and bloodsucker powers use a lot of code that actions now implement themselves. <!-- 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. --> ## Proof Of Testing I basically test almost every change, as part of how I work, obviously not completely thoroughly thus testmerges,. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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. --> 🆑 refactor: Heavily refactors how bloodsucker powers function. refactor: Tremere powers no longer have subtypes for each level. add: Completely redoes how bloodsucker ability descriptions, both the longer antag panel and the action button hover over, they will actually tell you actual values that the game itself uses for damage, cooldowns, and effect durations balance: Tremere powers can now level up as far as you want. balance: Mesmerize is heavily reworked, now it no longer forces both parties to stand still for it to work, but it is obvious to the victim when used, however the victim is muted for the duration of the spool up, and will stun and mute normally if the do_after completes. add: Mesmerize now has a secondary that allows you to mute and confuse your victim that happens on a right-click, dominate, the tremere's version instead knockdowns. add: Tremere's dominate now has a visual timer for temporary vassals, visible only to the master's vassals and the master themselves. balance: Tremere's dominate now only requires level 2 to create temporary vassals, but the duration now scales with the level. It now requires the potential vassal to have more than 336 blood, and will use it all up once the duration ends, effectively making it only usable once per person. balance: All tremere powers can now level up past level 4 balance: Thaumaturgy is heavily reworked, it now has a charge system, and while the projectile deal less damage, you can shoot a lot more of them, and the projectiles will seek towards any non-vassal mob near where you cast it. refactor: Separates bloodsucker ability bitfields and action bitfields to avoid overriding eachother balance: Bloodsuckers going into torpor outside of coffins will always die, but will wake out of torpor at 20% maxhealth(not counting critical health) balance: A coffin being opened during sol will wake you up, given you are LITERALL BURNING UN-ALIVE. /🆑 <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
||
|
|
1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
||
|
|
ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
||
|
|
ab222330ef |
Squashs four fish boolean vars into a bitfield (plus VV support) (#86623)
## About The Pull Request this is a very marginal code improvement to fish. One bitfield is better than a bunch of booleans, and it lets me add more TRUE/FALSE settings in the future without having to make new vars for it. Also VV support for several vars (fish_traits will have to wait), if me or someone else wants to var-edit fish for testing purposes or whatsnot. ## Why It's Good For The Game Slight code improvement and var-edititing support. ## Changelog N/A |
||
|
|
adc47b42ee |
You can release fish after catching it (#86126)
## About The Pull Request This PR nerfs the mood event from fishing from 5 to 4. In exchange, after catching a fish, you can release it in the appropriate fishing spot for a minor positive mood event (if it's alive, or if the user has either the morbid or naive traits). It also counts towards fish population for fish that are limited in the amount of times they can be catched. Mobs with the naive trait (clowns) get the positive mood event even if the fish is dead or being released in a bad place like lava Some fishing spots like toilets and moisture traps don't have this option, but that's because they've their own interactions with fish that'd otherwise be overridden by it. This PR also fixes mobs with the morbid trait (coroners) not enjoying aquarium in their own morbid ways and add a few touches pertaining the naive trait like alternative chat messages when interacting with the fish. ## Why It's Good For The Game This gives players a way to get rid of unwanted fish without leaving it to die on the floor, also it's in the spirit of recreational fishing. ## Changelog 🆑 fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums in their own weird ways. add: You an now release fish after catching it for a positive moodlet (or to repopulate certain fishing spot with rare fish). /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
||
|
|
9a3dceda26 |
Fishing in a virtual domain doesn't deplete limited loot anymore (also the treasure chest is no longer anchored) (#86625)
## About The Pull Request I've recently realized that bitrunning fishing spots can steal the limited loot from outside the virtual reality, which sucks. Also Livrah asked me why the treasure chest is anchored, to which I said it's actually an oversight. ## Why It's Good For The Game Fixing stuff. ## Changelog 🆑 fix: Bitrunning fishing spots no longer deplete limited loot from outside the virtual reality. fix: The treasure chest from the beach is no longer anchored to the floor. /🆑 |
||
|
|
8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
||
|
|
8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
||
|
|
e21d5e37e2 |
Slims down the aquarium content component, moving most of its code to the items it's attached to. (#86104)
## About The Pull Request If I ever want to convert aquariums to component so that we get portable fish tanks, I'll have to remove the garbage code from aquarium contents first, because it's a bit confusing to look at, and most of it is hard-coded or about fish animations, which is annoying because it'll also prevent me from making different animations for different fish in the long run. This PR should replace some of the mess with a few signals so that we can have slightly more freedom around the visuals of aquarium contents. #86090 should be merged first by the way to avoid issues with missing visuals. ## Why It's Good For The Game See the previous section. ## Changelog N/A |
||
|
|
6faa37853b |
Void Heretic Rework: You Can (Not) Heat Up. (#85728)
## About The Pull Request Reworks most of the Void Heretic kit. All Void spells now apply a stacking debuff that makes you gradually colder. Void Blast has been replaced with a new spell "Void Conduit" and a new Side knowledge spell, "Void Prison" has been introduced. Waltz At The End Of Time has been completely overhauled. Lastly Void Blade has been resprited along with the overlay of Void Chill, check any of the linked videos to see the new look. All new sprites have been kindly made by OrcaCora. ## Why It's Good For The Game Void path is *Supposedly* themed around the cold of space but doesn't have any tools to live up to the fantasy of being an harbringer of the Void whose main goal is to freeze the station to an icicle. Then there's also the issue of Void being utterly underwhelming compared to his neighbors, Cold is way too easy to treat as a status effect, so much so, a simple cup of coffee can utterly shutdown the void storm, which is just unacceptable. # **Changes** - **Void Chill**: Is now a stacking debuff, each stack slows movement speed by a percentage while lowering body temperature, upon reaching the cap, which is 5 stacks, the victim cannot heat up anymore, all void Spells apply 1 stack of the debuff, with the exception of the grasp applying 5 (2 for the mark and 3 for the detonation) and the blade upgrade applying 2. **Reasoning**: Void chill currently suffers from being completely shutdown by sipping tea, coffee or having the COLD_RESIST trait,with this change you can still negate the damage and the slowdown you get from being cold but not the slowdown from the debuff itself. - **Aristocrat's Way**: Now grants no slip on ice and water tiles on cold or depressurized turfs **Reasoning:** Since the rework revolves around making Void heretic more involved in freezing the station, they should be able to move in their domain without getting punished for it. - **Void Cloak:** Can now be toggled on and off to make the cloak visible or invisible; when the cloak is visible it grants low pressure immunity trait. **Reasoning:** Not having pressure resistance as a Void Heretic just sucks, as you are clearly intended to somewhat go into space at some point; giving it to the cloak is a good compromise since you sacrifice better protection (***the armor values of the cloak are pitiful***) for utility. - **Replaces "Void Blast" with a new spell, "Void Conduit"**. **Void Conduit:** Opens a gate to the Void; it releases an intermittent pulse that damages windows and airlocks and applies a stack of void chill to non heretics, Heretics are granted the low pressure resistance trait. **Reasoning**: I like the idea behind Void Blast; unfortunately, the spell has limited uses if an area isn't already spaced, which is hard to do considering the current kit of Void Heretic doesn't provide anything to help in that regard. I wanted to give Void Heretic a tool to turn any area of their choosing into their ideal habitat. Not amazing for quick assassinations, good if you are anticipating a fight or want to simply expand your domain, the added Trait might seem redundant, but let's not forget that the void cloak is still a side knowledge, I don't want newbie heretics to space an area and accidentally killing themselves because of it. Video Demonstration: https://www.youtube.com/watch?v=nhPdj1hIgSI - **New side knowledge: "Void Prison."** **Void Prison:** It makes the target invulnerable and unable to do anything for 10 seconds , when the spell ends, it applies a few stacks of void chill, cannot be self-cast. It occupies the same slot of Blood Siphon (inbetween Raw Ritual and Void Phase.) Video Demonstration: https://www.youtube.com/watch?v=nKZd8aEcZFw **Reasoning**: Void is technically meant to be an assassination path and not really apt at tackling multiple opponents, this spell might come into clutch if you are outnumbered, or simply want some breathing room from your pursuers. - **Void Jaunt and Void Pull** Cooldown respectively reduced to 25 and 30 seconds, down from 30 and 40. **Reasoning:** I felt that the cooldown on these was a bit too high overall; as it stands, Void Phase cooldown is twice as long as Ashen passage, one of the best and arguably most sidepathed spells in the game. Granted phase is faster and has more range but I don't think it justifies its cooldown being this long. Void pull could also use slightly less cooldown, being the very last spell you unlock and offering a simple melee knockdown. - **Seeking Blade:** Now applies 2 stacks of void chill per hit. **Reasoning:** Seeking blade is a bit underwhelming for being the final blade upgrade, teleporting to a target you just stunned at melee range is incredibly niche, now that Void chill is a stacking debuff we can probably just slap it on the blade itself. - **Waltz At The End Of Time:** The Heretic becomes weightless and able to levitate around, (carp movement essentialy). The heavy storm is no longer bound to the room the heretic is in but is now an aura around them, this does a few things. 1) Releases a pulse that depressurizes areas, shatters windows, airlocks and firelocks, and applies a stack of void chill to non heretics, the passive burn and oxy damage effect has been removed. 2) Grants to the Heretic projectile deflection. **Reasoning:** Void Has the reputation of having the weakest ascension in the game, which it's hard to disagree on considering you can completely neutralize the effects of the storm by simply sipping tea and how generally little it does overall. It's also kind of strange that you have this massive Eldritch storm ravaging the station and for it to have no effects on its atmosphere, infrastructure, or projectiles whatsoever. Video Demonstration: https://www.youtube.com/watch?v=1_blr20-hgA ## Changelog 🆑 add: New Heretic Side Knowledge, Void Prison. add: New Void Spell Void Conduit has now replaced Void Blast. balance: Void Chill is now a stacking debuff, upon reaching the cap, makes the target unable to heat up. balance: Aristocrat's way now grants immunity to ice and water slips on cold turfs. balance: Void Cloak now grants low pressure resistance when visible. balance: Void Phase and Void pull have received a minor CD reduction. balance: Seeking Blade now applies a couple of stacks of void chill. balance: Void Heretic Ascension has been overhauled, it's now protects the heretic from projectiles, destroys windows and airlocks and applies void chills to non heretics. image: Void Blade and Void Chill have received some new sprites. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
4e1b14fd98 |
Hallucinatory Anomalies now produce hallucinatory decoys of itself, and hit a wider area (#86086)
## About The Pull Request This "buffs" the hallucinatory anomaly by giving it a bit more impact and flair. This affects both the detonate effect and what happens when one initially spawns. When a hallucinatory anomaly spawns, it will spawn surrounded by "decoy" hallucination anomalies -- Illusions meant to distract you from the real one. The idea is that these are not actually there, and that they are the result of reality getting muddy in proximity to the anomaly. Scanning one of these will provide a message, either of nothing happening or a minor hallucination as your character suffers from the real anomaly's effects. Using an anomaly neutralizer on a decoy will do nothing. There's nothing to neutralize, because nothing is there. You're losing your grip on reality. Now, the detonate effect will affect people at a wider radius, through walls. This is done with a second helper different from `visible_hallucination_pulse()`, which does affect the blind and ignores walls, `hallucination_pulse()`. ## Why It's Good For The Game Hallucinatory anomalies are easily the most underwhelming and understated anomaly in the group. They have the impact of a dry fart on a round, rarely affecting anyone and vanishing without anyone noticing or caring. It makes little sense for the detonate effect to impact only those who can see it. Anyone with a pulse can make the connection between the "hallucination anomaly" vanishing and Bubblegum bodyslamming them less than a second later. By affecting those out of sight, in a wider range, there's a higher chance the detonation will not only catch people off guard, but lead to more chaos on comms. As for the illusory decoy anomalies, it was just a neat idea I had to differentiate how people typically deal with them. It makes for a more trippy experience for whoever has to deal with them, and adds confusion (which is the whole shtick with hallucinations -- confusion). So, overall, more snazziness and personality, and more of an impact when left alone. ## Changelog 🆑 Rhials balance: Hallucinatory anomalies now have a wider range, and will spawn hallucinatory decoys of itself to mislead you. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
|
|
10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
||
|
|
8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
531486b995 |
Curator LIVE Journalism (#86046)
## About The Pull Request The first Curator now spawns with a **Broadcast Camera**, a normal-sized item that can be wielded to start a live broadcast to all entertainment screens across the Station! It also broadcasts sound through a new Entertainment radio channel that can be spoken into by the Curator. The broadcast name can be changed by right-clicking the camera. <details> https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a </details> Also adds a new clothing set to the Heroic Beacon of the Curator themed around Journalists containing some unique clothing, a microphone, a Press badge used for shoving into people's faces and crafting more clothes (like Press armor and helmet), and also a set of 1 TV and 1 entertainment radio in-case station does not have places to watch Curator's brilliant broadcasts.  ## Why It's Good For The Game The job of Curator has 3 things it can do: - Curate Library (lol) - Explore Space - **Create News!** Although the Curator does have extended access to the Newscaster - that's not enough of content. Inspired by the Combat Correspondent from the Colonial Marines server - Curator now has a **Broadcast Camera**! Using it they can show the station what the most important matters that are going on without lifting the butts of their comfortable chairs. No matter what Curator will report: Security raiding Medbay? Interviews of Cargo Techs complaining about Command? Maybe even shows produced in a studio? Anything really! Also, entertainment screens will get more use, as right now they only _sometimes_ broadcast Bitrunning avatars and nothing else unless admins mess with them. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Curator has received a new BROADCAST CAMERA which can broadcast the surroundings LIVE on Entertainment Screens/ Alongside with some other Journalism related gear in his Heroic Beacon sound: Entertainment screens now play muffled speech when hearing a message on Entertainment frequency /🆑 |
||
|
|
73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
||
|
|
c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
||
|
|
e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
||
|
|
24399318eb |
Upstream Merge 23/8/2024 (#1996)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- 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. --> ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 its 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. --> 🆑 add: Added new mechanics or gameplay changes add: Added more things del: Removed old things qol: made something easier to use balance: rebalanced something fix: fixed a few things sound: added/modified/removed audio or sound effects image: added/modified/removed some icons or images spellcheck: fixed a few typos code: changed some code refactor: refactored some code config: changed some config setting admin: messed with admin stuff server: something server ops should know /🆑 <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> |
||
|
|
b919441215 |
Feline traits description adjustment (#29534)
* correct felinid vs tajaran * missed update |
||
|
|
0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
|
|
c0946df596 |
[MIRROR] Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#29518)
* Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279) ## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com> * Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com> |
||
|
|
7fcfc9dc1c |
Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279)
## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
fc614f1701 |
[MIRROR] Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#29448)
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271) ## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 * Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |