Commit Graph

197 Commits

Author SHA1 Message Date
mamiipolat
8d578bfb5b Felinid mood fix (#87230)
![resim](https://github.com/user-attachments/assets/35ce028c-0ed0-4ea2-89f3-77acc15693ac)


## About The Pull Request
Showering will add negative mood effect to felinids
## Why It's Good For The Game
there was a status effect that drops stamina for felinids on shower but
at the same time it boosts mood i decided to make it better
🆑 Mamaii
add: shower will give felinids negative mood effect
fix: fixed shower hater status effect alert not showing 
/🆑
2024-11-16 00:44:54 -08:00
necromanceranne
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
2024-11-14 15:57:13 -08:00
oranges
68b3e98df7 You can now smack people on the head with cardboard rolls and wrapping paper (#86882)
## About The Pull Request

Lets you hit mobs over the head with wrapping paper, giving them a -1
moodlet (-2 if felinid)
2024-09-26 14:14:33 -05:00
Ghom
0acaf6850b You can try to pet fish while holding them too (careful around aggressive ones) (#86594)
## About The Pull Request
Earlier this day, I have found myelf adding a check to the fish petting
proc Ben added recently along with his aquarium UI rework, so I've
thought it'd be good if players could do it regardless of aquariums.
I've also added a couple lines to check if it's a safe environment and
the fish isn't dead, because petting a dead or drowning fish shouldn't
solicit much of a cute reaction.
Furthermore, petting aggressive fish comes with a coin flip where you
get your hand bitten half of the times. I think it's a pretty much
reasonable interaction.
Also, petting chasm crabs lowers their anger slightly, which determines
the behavior of the juvenile lobstrosity they grow to be.

## Why It's Good For The Game
Polishing a fish feature added by another contributor.

## Changelog

🆑
add: You can pet fish while holding them. Be wary of petting aggressive
fish.
/🆑
2024-09-18 16:13:19 -04:00
Ghom
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>
2024-09-15 13:57:41 +00:00
Ghom
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.
/🆑
2024-09-15 13:13:47 +02:00
Ghom
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):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</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.
/🆑
2024-09-06 19:50:28 -04:00
Ghom
e6c094fcc2 Aquariums now influence area beauty based on their contents. (#84677)
## About The Pull Request
Aquariums now have a beauty element based on their contents. Props give
a fixed beauty value, while for fish it depends on whether they're alive
or not. Some fishes have a better score than others. A few, like the
ratfish, even have negative beauty.

Mobs with the morbid trait now get a positive moodlet when admiring an
aquarium full of dead fish, and a negative one when fish are alive.

Also, this brings a few improvements to bits of aquarium code. Namely
the removal of a GetComponent call and a few balloon alert calls.

## Why It's Good For The Game
Aquariums can be quite decorative at times.

## Changelog

🆑
add: Aquariums now influence the beauty score of an area based on their
contents.
add: Morbid people now get a positive moodlet when admiring an aquarium
full of dead fish, and a negative one when fish are alive.
/🆑
2024-07-07 16:02:03 -06:00
Ghom
dde3007852 mood is more reactive to area beauty changes, also flips it for people with morbid trait. (#84641)
## About The Pull Request
Previously, the mood datum would only react to beauty when entering an
area, any later changes to the room wouldn't update it for the mood
datum.

Also, mobs with the morbid trait (ie. the cononer) now like
degradated-looking rooms and dislike (if they also have the snob trait),
well-decorated ones.

## Why It's Good For The Game
Feature and improvement.

## Changelog

🆑
qol: Mood more promptly reacts to the beauty of an area as it changes,
and not just when changing areas.
add: Coroners (and potentially other mobs with the morbid trait), now
like degradated-looking rooms.
/🆑
2024-07-07 15:07:33 -04:00
Da Cool Boss
19b595632f Typo fixes and rewrites for some heretic items & traumas (#84214)
## About The Pull Request
Fixes some typos.
Rewrote some weird sentences that didn't scan right or weren't clear.
Rewrites a lot of descriptions for the heretic paintings.
Rewrites the painting-related traumas, made them more medical themed and
vague. For example, the health scanner will no longer identify the ghost
haunting someone and ruining their mood, it will instead report that the
patient is hallucinating and depressed.
Painting knowledge description got minor rewrites.
The painting moodlets are rewritten to be a little more clear where
they're coming from.

## Why It's Good For The Game
Typo fixes mean players see less typos, which is self evidently good.
The rewrites were because I didn't feel like a lot of this stuff was
written to a high standard. It was riddled with typos, overly vague in a
lot of places, and defaulted to using all caps for horror value far too
often. It needed to be a little bit more direct and a little bit more
subtle. I've tried hard to keep the original tone and intent but
hopefully it's a little spookier now.
Codex description got expanded because the old description didn't
describe how the book looks which annoyed me a lil.
2024-06-24 16:41:47 -05:00
Afevis
eba7298ce0 Fixes certain surgery failure states not properly updating surgery moods (#83976)
Closes #83956 (which doesn't actually fix the issue that a few possible
ways to fail surgery were missed.)
Fixes #83932

🆑 ShizCalev
fix: Fixed some surgery failure states not properly setting the correct
mood event.
refactor: Minor refactor to how surgery events work, there is now better
support for per-surgery mood events!
/🆑
2024-06-14 23:54:46 -06:00
larentoun
580dac31cd Tail Regained checks for owner and species + deleted unused mood_event datums (#83741)
## About The Pull Request

Changed how tail regaining works.

* If it's your tail, an infinite debuff is replaced with a timed one
(new, on live there is no debuff)
* If it's not your tail but of same species, I guess it works, but we
are more sad (new)
* If it's not your tail AND of different species, we are horrified
(live)

Also a little clearing up of unused mood datums

## Why It's Good For The Game

Refactors good? Having your tail back good?
2024-06-13 13:11:18 -05:00
NewyearnewmeUwu
6065705ec8 Allows pacifists to use the psychotic brawling martial art, but at a cost. (#83605)
## About The Pull Request
There's a bug wherein you can use psychotic brawling as a pacifist if
you disarm, but rather than fix it I think leaning into it would be
really interesting. You get a big -20 mood debuff for 10 minutes, but
you can still harm people.
2024-06-11 13:03:21 -05:00
Afevis
9e11a5c71d Getting surgically cut open while conscious will now give you the "THEY'RE CUTTING ME OPEN!!" surgical mood event. (#83797)
Implements an unused mood event found in #83741

🆑 ShizCalev
fix: Getting surgically cut open while conscious will now give you the
"THEY'RE CUTTING ME OPEN!!" surgical mood event.
/🆑
2024-06-08 19:18:55 -04:00
Horatio22
2eccea74e9 Correct spelling for moonlight amulet (#83351)
## About The Pull Request

Changes all instances of "amulette" to "amulet" (except for icon_state
instances of the misspelling).

## Why It's Good For The Game

Spelling

## Changelog
🆑
spellcheck: Corrects spelling of "amulette" to "amulet"
/🆑
2024-05-20 21:10:04 -07:00
MrMelbert
6c47b380cb Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)
## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 18:30:36 +00:00
YesterdaysPromise
e64331f678 Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.


![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

## Why It's Good For The Game

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.


## Changelog

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-10 23:58:15 +00:00
MrMelbert
b8b420cfcb Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#81834) 2024-03-06 14:46:01 -07:00
ViktorKoL
d6319d2b87 Lots of description changes and grammar fixes for heretics (#81761)
## About The Pull Request

Changes a lot of text. Apart from grammar fixes, here are the notable
changes:

- Ash jaunt description just said it is a "short range jaunt" without
explaining what exactly a jaunt is. I believe it is better to describe
without comparing to another spell the player may not have experience
with.
- Cosmic grasp now explains what the deal is with star marks and cosmic
fields. It is still possible to crosspath into a star mark spell,
skipping this description, but I assume a player like that is
experienced enough to know what the star mark does anyway...
- The knowledge for ash spirits no longer refers to them as "Ash Men" -
"Ash Spirit" is the mob's actual name. If you think "Ash Man" is a
better name, I can change it around so that the mob gets renamed that
instead.
- Removes the lines from paradoxical curio's description about causing
brain damage on examination - many heretic items cause adverse effects
to heathens who try to interact with them, and there is never a need to
clutter the description with them.
- Changes the eldritch coin description, because the old one was, in my
opinion, awkward. I changed it to be more inline with the other items'
descriptions, and to not tell non-heretics what its purpose is. If you
liked the old one better, I can revert this change.
## Why It's Good For The Game

Grammar good. Accurate descriptions good.
## Changelog
🆑
fix: made some heretic descriptions more accurate
spellcheck: improved english of the heretical eldritch patrons
/🆑
2024-03-03 20:00:17 +01:00
DrTuxedo
35242b4985 NEW TRAIT ROLE: Veteran Advisor (#81667)
## About The Pull Request
Adds a new Trait Job (jobs which only appear when the station gets a
trait for it) - Veteran Advisor.
The weight of the trait is 2 which makes it very rare.

Veteran Security Advisor is a role designated as a (duh) Advisor for the
HoS and Captain, as well as a mentor for all of the Officers. This is
because it has an experience requirement of **100 SECURITY HOURS**, so
no green Veterans.

Veteran Security Advisors are paraplegic (bonded to a wheelchair) and
with PTSD which freezes their mood and sometimes causes hallucinations.
They get an M1911 pistol in a holster because that's badass.

<details>
<summary>THE IMAGES</summary>

ADVISOR
![veteran advisor
chair](https://github.com/tgstation/tgstation/assets/42353186/e094669c-002f-4552-9692-c8f055a042eb)

THINGS HE SPAWNS WITH
![veteran advisor
shit](https://github.com/tgstation/tgstation/assets/42353186/27ed7e8a-bcd0-4ec2-9504-135a443492f0)

HIS UNIQUE MOODLET
![veteran advisor
desentized](https://github.com/tgstation/tgstation/assets/42353186/6fc04a24-b4fc-40bd-938f-c32389ac9eab)

SIGNUP BUTTON
![signup
button](https://github.com/tgstation/tgstation/assets/42353186/f10020c7-69fe-47f0-aa5f-7b56dfbc8200)

</details>

## Why It's Good For The Game
More funny Trait Jobs to the game!
There is a certain lack of those, there is only Cargorilla and Bridge
Assistant.

This job has big opportunities. Advisors can behave themselves like
drill sergeants, or wise old mentors. Because they are kinda, as people
only with 100 Security hours (yes those masochists exist) could play it
when it appears. This will also open opportunities for retired Sec mains
to tutor new generations without being directly involved in all of the
stress.
I mostly took a look at the Goonstation "Nanotrasen Security Consultant"
and Baystation "Senior Enlisted Advisor" as inspiration.

I tried to cut down any chances of this role being abused by power
gamers for its M1911 pistol and Bridge access, due to this they are
paraplegic so power gamers get disgusted, and if someone does somehow
win Antagonists while in a wheelchair - props to them, pure skill.

**REMEMBER THAT THIS IS A TRAIT JOB!** This means they won't appear
every round, but rather rarely! So they fit in as an occasional extra
fun for the round.
## Changelog
🆑
add: NEW TRAIT JOB: Veteran Security Advisor! Advise HoS and Captain on
Security matters, mentor Security Officers. Note that they are
paraplegic and fully emotional desensitized due to their past
experience.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-27 03:59:36 +00:00
Lucy
081b84c631 Painkillers now actually induce analgesic effects (#81335)
## About The Pull Request

This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers
(+ tenacity trauma) apply said trait.

This prevents various pain-related effects, such as screaming due to
pain, and also provides a speed bonus during surgery.

## Why It's Good For The Game

Gives more of an incentive to actually use reagents such as morphine or
miner's salve.

## Changelog
🆑
add: Painkillers (i.e morphine, miner's salve) now actually induce
analgesic effects, preventing various pain-related effects, such as
screaming due to pain, and also provides a speed bonus during surgery.
add: The tenacity trauma (traumatic neuropathy) also applies analgesic
effects.
refactor: Simplified code related to reagents adding traits.
/🆑
2024-02-14 01:01:06 +01:00
LemonInTheDark
a15979a3ba Yeets CONSIG_ORGAN_WAG_TAIL (#81400)
## About The Pull Request

It was dumb. LITERALLY just a proc.

So let's replace it with a proc then, as a helper at least. I'll take
this chance to disambiguate tail code to make it a bit less messy, and
hand back usable args in case we want to react to our change in tail
status

## Why It's Good For The Game

Code's less shit (slightly)
2024-02-11 14:56:13 +01:00
Rex9001
f88da4bcb9 Heretic DLC: Path of Moon (#79536)
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.

Credit to Fury McFlurry for the following sprites:
 ring_leader_effect

The path goes as follows:
 Moonlight Troupe
 Grasp of Lunacy
 Smile of the moon
 > Sidepaths:
    Mind Gate
    Ashen Eyes
 
 Mark of Moon
 Ritual of Knowledge
 Lunar Parade
 Moonlight Amulette
 > Sidepaths:
   Curse of Paralasys
   Unfathomable Curio
   Unsealed Arts
 
Moonlight blade
Ringleaders Rise
> Sidepaths:
   Ashen Ritual
 
 Last Act


Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife

Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
 to hallucinate everyone as indistinct human like figures.

Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
 last longer the less sanity your victim has.

https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63

Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
 and also 20 oxyloss.

https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9

Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
 detonated the victim is left confused.

https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7

Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.

https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b

Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon

Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings: 
    The sister and He Who Wept: 
    Additional atoms: Eyes. 
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.

   The First Desire: 
   Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.

   Great chaparral over rolling hills: 
   Additional atoms: Any grown food. 
Spreads kudzu when placed, when examined grants a flower to the heretic.
			
   Lady out of gates: 
   Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
   
    Climb over the rusted mountain: 
    Additional atoms: Trash. 
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet

These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.

https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8

https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789

Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
 poppy in the ritual to further decrease their mood on hit.

https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387

Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
 laughter on hit. 

Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles

https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb

Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!

I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.

This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
 
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game

I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.

## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-01 15:03:03 +01:00
Watermelon914
5814371023 Replaces cyborg lover with transhumanist (#80509)
<!-- 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! -->
This reworks cyborg lover to be more interesting. Taking this quirk will
start the user off with a robotic limb. The user gains mood buffs by
being around silicon based lifeforms and loses mood by being around
organic based lifeforms.
Additionally, they can gain mood buffs by replacing all of their limbs
to their silicon counterparts but can also gain a massive mood debuff if
they lose or replace their starting robotic limb with an organic one.

The idea being here that they hate organics and seek to become robotic

Also, transhumanists won't be scared of people who have two or more
augments.

## 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. -->
Cyborg lover isn't really all that interesting since it's just a basic
mood buff upon clicking on a silicon.
This makes it more interesting by making it a dynamic between silicons
and organics and may adapt the playstyle of anyone choosing to take this
perk as they will need to stay away from organics to avoid mood debuffs.

## 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. -->

🆑
balance: Cyborg lover has been replaced with Transhumanist.
Transhumanists start with a robotic limb and get mood buffs by being
near to silicon-based lifeforms. However, they get mood debuffs by being
near organics, so there is a tradeoff to taking this quirk. The cost for
this quirk has been reduced from 2 to 0.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-23 22:04:41 -05:00
SSensum
3c2d4f03a8 New Quirk! Cyborg Lover! (#80023)
## About The Pull Request

This PR adds a new quirk for people, who want to play as
silicon-friendly crew.

Basic quirk info:
- It costs 2 points.
- It has minor additions to person's mail goodies list (cable coils,
basic cells, etc).
- It has a few simple mood events, when you pet a borg or being
touched/hugged by borg.

## Why It's Good For The Game

I think it is nice to have a chance to play as ~~robo-creep~~ person who
loves borgos.

## Changelog

🆑
add: Added new quirk: Cyborg Lover!
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-20 20:42:14 -08:00
tralezab
27916beb81 A Mime's Vow to Silence Cannot be Repaired Once Broken. (Mimes can Write Under the Vow Again.) (#80332)
## About The Pull Request

Breaking your Vow is now a permanent action. Here's the changes that
come with that:

- Renamed "Speech" to "Break Vow" and changed description to match.
- You no longer get a permanent bad moodlet, just a temporary, lighter
one. I calculated that breaking your vow of silence provides roughly the
same emotional damage as getting your eyes stabbed out.
- Breaking vow now comes with a confirm alert.
- Mimes can once again write while under the vow.

## Why It's Good For The Game

After all this recent hullabaloo about mimes breaking and repairing
their vow, and what the moodlets for that action should be, it was
decided by a headcoder majority that mime vow breaking should be a
permanent action.


![image](https://github.com/tgstation/tgstation/assets/40974010/8e945095-7244-4071-8fdd-8a1529b5a4fb)

But beyond headcoder decisions, I myself agree with it being permanent.
Making vow breaking a temporary action that can be repaired after only 5
minutes makes ignoring the main gimmick of mime not only viable but
essentially expected. When silence can usually cause moments where you
NEED to explain yourself or else risk possibly dying, we're essentially
pushing players to break a vow. Now, it will be seen as less of a
potential option, because you can't undo it after 5 minutes.

## Changelog
🆑
qol: Added a confirmation prompt to breaking your vow of silence.
balance: Mimes can no longer repair the vow of silence once broken.
balance: The negative moodlet from breaking your vow of silence is now
lighter, and no longer permanent.
balance: Mimes are back to being able to write while under a vow of
silence.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-12-17 09:20:41 +13:00
Tim
536381d308 Fitness rebalance and improvements - mood, fireman carry, and longer workouts (#79584)
## About The Pull Request
So after getting feedback on fitness I've decided to make some balance
changes:

- ~~Every level of fitness now increases max hp. At max legendary
fitness, all the hp bonuses combined results in a total of +25 max hp~~
- Fitness now decreases the time it takes to firemany carry by 0.33
seconds per level. (At max fitness, this means a decrease of 2 seconds)
- Exercise status effect triggers the exercise mood event and goes away
when the exercise status effect is gone
- The better your fitness level, the more happiness you gain from the
mood event
- Decreased the fitness timers and effects by half and tweaked a few
other values
- Increased the nutrition cost of working out
- Removed doubles metabolism exercise effect

I'd also like this test merged to see if anymore minor tweaks need to be
made.

## Why It's Good For The Game
Fitness effects on gameplay were pretty underwhelming. This was
deliberate since there is a concern about prisoners being able to abuse
it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice
given that the downside is a bigger target.~~

Another problem was that the double metabolism rate resulted in a lot of
the diet effects being metabolised before you could convert them into
exercise gains. So this was removed.

People would also hit their bench max rather quickly and then spend a
long duration sleeping. Ideally I wanted people to spend more time
working out than sleeping, so I halved the duration values so it takes
them longer to achieve maxxing out.

## Changelog
🆑
balance: Fitness level decreases the time it takes to firemany carry
someone. Fitness level determines how much of a positive mood the
workout grants. Working out is now more difficult and requires more
nutrition.
balance: Exercise no longer triggers double metabolism.  
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-14 02:21:27 +00:00
die_amond
119c9abeed adds a propeller hat, rainbow bowtie, and a swirl lollipop (#80034)
## About The Pull Request
Says it on the tin, adds a propeller hat and large rainbow bowtie which
can both be bought from the costume vendor. It also adds a comically
large swirl lollipop which can be bought from the premium section of the
snack vendors.

Propeller hats makes you happy by giving you a small positive moodlet
because they fill you with whimsical joy.

spinning propeller hat and bowtie showcase


https://github.com/tgstation/tgstation/assets/58376695/5617026e-6e43-4505-9911-b9ca1325e0f1


![image](https://github.com/tgstation/tgstation/assets/58376695/17030730-01ad-4b4e-894a-051d43a70f29)

comically large lollipop

![image](https://github.com/tgstation/tgstation/assets/58376695/6d235971-5323-47b2-8cf8-0015fbc8509b)
## Why It's Good For The Game
All of these things are iconic, funny, and I don't know why we don't
already have them.

![striders](https://github.com/tgstation/tgstation/assets/58376695/185ad63b-8221-4050-9897-9df8cde5d1fd)
## Changelog
🆑
add: adds propeller hats, rainbow bowties, and swirl lollipops
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-05 11:58:42 -07:00
wesoda25
d847ea8737 rolls Heavy Sleeper into the new All Nighter quirk, which carries extra... baggage (#79725)
## About The Pull Request

Removes the Heavy Sleeper quirk and rolls its effects into the brand new
All Nighter! On top of the effects of sleeping longer, All Nighter gives
you permanent bags under your eyes as well as a permanent -3 moodlet.
## Why It's Good For The Game

I've been wanting for a way to get bags under your eyes for a while, I
think it'd be a fun visual aspect that can aid with RP and whatnot. I
rolled heavy sleeper into all nighter because the two are both quite
similar, and I didn't feel heavy sleeper quite justified itself on it's
own.

Here's what the bags look like currently on a variety of skin tones and
species:

![dreamseeker_Vlc4rDlHaJ](https://github.com/tgstation/tgstation/assets/37246588/9bb5ba08-f5c7-4976-9f44-8b9993e2162e)

## Room for Improvement

Currently drafting for a few reasons. looking for input on all this
stuff

- [x] bag sprites could be improved
- [x] bags don't work well on moths/grayer skin tones. cest la vie?
- [x] should heavy sleeper stay? ultimately all I want is bags here, is
there a better way of doing this?
- [x] all quirk elements are not properly applied and removed via VV (no
need for input, i can figure this out myself)

## Changelog
🆑
add: the All Nighter quirk!
remove: Heavy Sleeper (functionality has been rolled into All Nighter)
/🆑
2023-11-28 03:33:32 +01:00
MrMelbert
04936d9a5a Adds Food Allergies as a counterpart to Medicine Allergies (#79118)
## About The Pull Request

Adds food allergies as a counterpart to medicinal allergies. 

This is about as you would expect. Eating food you are allergic to
causes Anaphylaxis, which can be cured with epinephrine. If you are not
cured rapidly, you will shortly fall into a coma and die.

There is a preference for choosing your character's allergy. 
Not all food types are viable allergen types: Only `"Alcohol", "Bugs",
"Dairy", "Fruit", "Grain", "Meat", "Nuts", "Seafood", "Sugar",
"Vegetables"`.

You also get a dogtag like med allergies. 

Minor implementation detail: I added a "dangerous" level of food quality
/ scale, so I gave it to the Death Sandwich.

## Why It's Good For The Game

This was a request, and I saw it fairly harmless, so I said why not. 

Similar to Medicine Allergy, it adds a small mechanic to concern
yourself with when you visit the kitchen, encouraging you to get a bit
more familiar with food types before diving into food at the kitchen.

As it is not as impactful as Medicine Allergy, it is only a -2 quirk. 

## Changelog

🆑 Melbert
add: Adds Food Allergies as a -2 quirk. You can select which food you're
allergic to or rock a random option.
/🆑
2023-10-21 13:37:23 -04:00
FinancialGoose
491e80c521 Add blackout drunk (#78394)
## About The Pull Request
You drink too much you lose your memory, but we cant really do that so
instead a ghost will take control of your body temporary. The drunk
character will then be given objective to do wild, wacky and otherwise
unusual stuff until the original returns to backtrack what transpired.
The blackout character will not be able to kill or hurt the body. Oh and
the duration is about 10 minutes
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/92416224/16808551-43a3-4495-848a-4707412fc049)
## Changelog
🆑
add: Added blackout, happens when you drink...ALOT
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-10-03 00:16:32 -04:00
Jacquerel
f861532d24 Basic Legion & Hivelord (#78624) 2023-09-27 18:41:07 -04:00
carlarctg
c4ac48f382 Refactored Mirrors (#77842)
## About The Pull Request

Heavily refactored mirrors to be less ass cancer 1998 code. Player
facing changes are that mirrors now use a radial menu, women can get
beards in magic mirrors, made the magic mirror 'change sex' option Woke
(it supports the 4 official genders and physique as well)

Fixed Pride Mirror teleporting you into the space on the first use. Now
it waits until you officially cancel and say 'I am Done' so you can
customize yourself to your liking.

With a change this big theres bound to be some small tidbits added here
and there (bald people get sad if they try to change their hairdo)

## Why It's Good For The Game

Bad code is bad and I need gbp and I am too hot and too tired to make a
proper description

## Changelog

🆑
refactor: Heavily refactored mirrors to be less ass cancer 1998 code.
Player facing changes are that mirrors now use a radial menu, women can
get beards in magic mirrors, made the magic mirror 'change sex' option
Woke (it supports the 4 official genders and physique as well)
fix: Fixed Pride Mirror teleporting you into the space on the first use.
Now it waits until you officially cancel and say 'I am Done' so you can
customize yourself to your liking.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-09-25 19:39:39 +00:00
RikuTheKiller
d911224c42 [NO GBP] Unreverts resonance cascade message and applies Jacquerel's suggestion (#78442)
## About The Pull Request

Riku has gained the moodlet: "Those goddamn maintainers can't do
anything right..."
Anyway Zephyr merged #78335 right before I managed to fix the message.
## Changelog
🆑
spellcheck: Unreverted and improved resonance cascade message.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-19 13:55:47 +00:00
RikuTheKiller
68b6c1fa75 Rounded supermatter delamination times to 5 seconds, restored old mood messages (#78335)
<!-- 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

Makes the supermatter delaminate in 15 seconds instead of 13 and 5
seconds instead of 3 if a sliver has been taken from it, mainly to
please perfectionists (me and some others who commented on the PR) as
well as giving people at least a chance to escape delam round removal.

I don't like it when flavorful text is replaced by bland and
not-as-funny alternatives.
Also, how the hell is it gamey for staff to know the engineers are in
charge of the power?
It's honestly more gamey for them to know what a resonance cascade or
supermatter delamination is, so I'd say you've done the opposite of what
the goal was with the message changes on top of making them less fun in
general. I disapprove.

Oh, yeah, and the SM now reports the times correctly due to it reporting
them every 5 seconds, meaning people would only see the 10 second
announcement. Now there is going to be a 15 second announcement as well.

<!-- 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

Watering down messages to be bland is just, like, less fun, ya know?
I didn't see a single person in support of the message changes apart
from the PR author, everyone else was just complaining about them,
including myself.

Also, several people mentioned the fact it could just be 15 instead of
13 for a nice round number, including myself. I also made the sliver
delamination time 5 seconds instead of 3 seconds because you pretty much
can't get out in time, especially if the game is laggy. 3 - 5 people
being round removed because of one traitor objective with no chance to
escape it is just bad gameplay.

Oh, and, bugfix good, I suppose.

<!-- 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. -->

🆑
balance: Supermatter now takes 15 seconds to delaminate normally and 5
if a sliver has been taken from it. Gives a little more time to escape
in the case of the sliver and also evens out the times to please
perfectionists.
fix: Supermatter now accurately reports it's detonation time.
spellcheck: Supermatter mood descriptions have been reverted back to
their old, more flavorful selves.
/🆑

<!-- 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
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the changes rather than a summary of the PR's contents. -->
2023-09-19 09:19:12 -04:00
Lufferly
dbaae7ee1e Supermatter Delamination Balance Changes (Real) (#77996)
## About The Pull Request

lord forgive me I fucked up the merge conflict

The supermatter delamination countdown timer (how long it takes to go
boom-boom after hitting 0 integrity) has been lowered from 30 seconds to
13 seconds.
Removing a sliver from the supermatter, the traitor objective, will
further lower that down to 3 seconds.
Changes the wording on the mood effects from the supermatter
delaminating slightly.
The crystal uses SPAN_COMMAND on its final countdown, which means it
talk bigger.

## Why It's Good For The Game

Currently I feel that the supermatter delamination countdown overstays
its welcome. Ideally it provides tension to get the hell out, or perhaps
to make a risky last second play to try and save the supermatter.
However right now its at 30 seconds, which gives no danger of staying in
engineering right up to integrity 0, and keeps the tension at a high
note for too long, almost to the point of awkwardness. 13 seconds is a
good balance between get-the-fuck-out while still giving some leeway for
engineers to escape and crewmembers to jump in lockers, and feels quick
enough to give that danger that the supermatter should provide.
Additionally, removing a sliver from the supermatter lowers the cooldown
to 3 seconds. Right now this is one of the harder tasks a traitor can be
tasked with, while giving relatively little payoff sabatoge-wise. To the
point where I have seen engineers just let the traitor do it, as the
debuff it gives to the supermatter is minor. Now it makes the
supermatter delaminate almost immediately after hitting 0 integrity,
which means it will likely catch some engineers in the blast if a
traitor did it stealthy. This also makes it more risky to try and fix a
delamination if the engineering/security team did not stop the sliver
from being removed. All meaning succeeding at this task should be more
rewarding and damaging.
Finally the mood descriptions for the mood effects you get when a
supermatter delaminates have been changed. Currently they are pretty
gamey, and represent what the player might be thinking more than their
character. Additionally they were not very descriptive of where they
came from, which could be confusing.

## Changelog

🆑 Seven
balance: The supermatter delamination countdown has been lowered from 30
to 13 seconds
balance: Removing a sliver from the supermatter further lowers that down
to 3 seconds
balance: The supermatter crystal uses bigger text on its final countdown
spellcheck: Some supermatter delamination related mood descriptions have
been edited to explain the mood effect better
/🆑

---------

Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
2023-09-12 22:08:40 -04:00
lizardqueenlexi
36e0f671d7 Improved dismemberment mood messages. (#78134)
## About The Pull Request

Implements suggestions in #78107 

Old:

![265254748-b7a2d9e6-1be8-4246-bd67-3c13a9dd2d6c](https://github.com/tgstation/tgstation/assets/105025397/8473ccc4-957b-4a7e-a3c5-9bdb52899f19)

New:

![image](https://github.com/tgstation/tgstation/assets/105025397/bff75fdd-046b-4a25-a3f5-5dcc3d68d537)
## Why It's Good For The Game

Proper all-caps looks significantly less awkward than the current
message, and the rearranged phrasing flows better than "I WAS USING THAT
LEFT LEG!" and such.
## Changelog
🆑
spellcheck: Improved phrasing and syntax on dismemberment mood messages.
/🆑
2023-09-05 17:53:59 +08:00
Andrew
b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
Sealed101
d93dfbc35c Adds Summon Cheese (#77778)
oh apparently this is my 100th PR on tg, which is weird because github
reports 99 total, and i made at least one to the old voidcrew repo, and
filtering tg prs by my name still shows 99. weird. here's to 100 more i
guess?

<sub>could have been better if it was a get, jhonflupwliiard watch ur
back 🔫 </sub>

## About The Pull Request

Adds a new spell granter book to the Wizard's Den - Summon Cheese, which
grants the spell by the same name, which summons 9 heads of cheese.
That's about it, I think.

## Why It's Good For The Game

Wizards are a hungry bunch, so why can't they just summon food? They can
even share, if they'd like, since the notion of a friendly wizard still
exists

<details>
<summary>... </summary>

alright fine
i'm slightly malding over not getting the 77777 get so no more
roleplaying in the pr body

Wizard Grand Ritual now has a hidden goal of sacrificing 50 cheese
wheels. Sacrificing a cheese wheel is done with invoking the grand rune,
and each invocation/pulse of the rune will whisk away more cheese until
all cheese on the rune is taken by whichever entity lurks in the other
realm. The sacrifice will be hinted at in an _ancient parchment_ which
will be on the bookshelf (when i add it lmao) alongside the spell book.

Meeting this cheese goal will lock the wizard's grand finale rune and
grand finale effect to special ones. The cheese rune is mostly identical
to the normal grand rune, barring the custom sprites/animations.
The cheese finale consists of the wizard getting permanent Levitation
(nogravity + free space movement), a 0.5 modifier(reducing incoming
damage in half) to every damage type, a comically strong mood buff and
**The Wabbajack**(separate sprite pending) - a juiced up chaos staff
which can fire a lot more projectiles than a normal one can (it will get
more, I may even make a few just for it).
Everybody else (including any invader antags) gets hallucinations, 175
brain damage and a comically strong mood debuff, as well as a vendetta
against the wizard. If the victim was already suffering from
hallucinations from a trauma (including the quirk), they are instead
healed.

if you didn't catch the obvious reference, this entire shtick is a
tribute to Sheogorath. the rune makes use of daedric script, and most of
the catchphrases are a direct quotation of the Daedric Prince of
Madness, so if any of those things can get us in trouble somehow, let me
know. i will be sad but i will comply.

This shtick is intended as an easter egg, really, so I wasn't really
planning on expanding the wizard grand finale into heretic paths thing
or whatever.

Oh, and finale grand runes now allow the wizard to select the effect
even if it's time-gated. If it is, you just won't be able to invoke it
until the time comes. The rune will tell you how much time is left until
you can invoke it. And grand finale runes with a finale effect selected
also glow in the color of their effect. I also think I fixed some step
of the grand rune animation not triggering but I'm not sure.

<details><summary>Some rune animations (some are subject to
change)</summary>


![rune_cheese_activate](https://github.com/tgstation/tgstation/assets/75863639/62ae184d-b6fc-4883-a169-4d8ca7636b40)


![rune_cheese_flash_2](https://github.com/tgstation/tgstation/assets/75863639/619545c8-3c55-4264-bfa4-d40067ef7406)


</details> 

## Why It's Great For The Game

it's funny

</details> 

## Changelog


🆑 Sealed101, EBAT_BASUHA for spritework
add: Wizard's Den now has a book of Summon Cheese in the Studies Room
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-31 10:31:33 -06:00
Lamb
1119c9684b updates martian can sprites, fixes misc text and bugs in wellcheers (#77757)
## About The Pull Request
this is kind of a miscellaneous pile of fixes for soda.dmi, rolled up
with a larger resprite of the new cans that were added with #75988. you
can see everything visually changed (other than inhands) in the image
below

![image](https://github.com/tgstation/tgstation/assets/110322848/4c28f0c7-3975-4510-9958-9eef7f913051)
and then the inhands here:

![image](https://github.com/tgstation/tgstation/assets/110322848/03967e6e-6551-40d5-b2ec-7f27fabbc175)
also changes wellcheers mood event text, and the mood switch to be based
on sanity instead. apparently the mood test allowed for foolproof
traitor testing, which is not ideal. this hopefully fixes that.
## Why It's Good For The Game
the new martian drinks used the previous style of cans, which was
updated in #77424. this makes them consistent with that style.
everything else is minor things i missed or forgot to do in that PR.
also things that enable traitor testing are not great, even if they're
niche and require amputation to pull off.
## Changelog
🆑
fix: wellcheers is now based on sanity rather than mood
image: resprites martian cans
image: adds inhands for martian cans and wellcheers
image: minor tweaks to other cans
spellcheck: updates wellcheers mood text
/🆑
2023-08-21 02:18:53 +02:00
A miscellaneous Fern
c6ad5eb9a3 Dismemberment moodlets are alleviated when recovering your limbs. (#77581)
## About The Pull Request

What it says on the tin.
When reattaching a limb, the respective dismemberment debuff will be
replaced by a significantly less severe one (-3 for 2
minutes as opposed to -10 for 8 minutes)
However, the way I've done it, to that ensure replacing a leg when
you're missing 4 limbs doesn't clear the moodbuff, has the entertaining
side effect of **allowing dismemberment moodlets to stack for each limb
you've lost, and being cleared separately.**
I honestly kind of like it. Their description changes in accordance to
what limb it is as well.
## Why It's Good For The Game

It doesn't make much sense for your character to continue lamenting the
loss of their arm/leg after they've already acquired a replacement.
I also like that this makes losing multiple limbs worse than losing just
one, as someone who's been nugget-ed would have a far worse day than
someone who has simply lost an arm.

Closes #77388.
## Changelog
🆑
fix: dismemberment moodlets are replaced by a lesser mood debuff when
you recover the limb in question.
balance: dismemberment moodlets can now stack for each limb you lose,
and are cleared separately. Their descriptions have been updated to
reflect this.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-16 15:16:52 +02:00
die_amond
6977b041b7 Adds hauntium as a reagent with new fun uses. (#77471)
## About The Pull Request
Adds the material hauntium as a reagent, along with bringing some unique
effects with the reagent.

There are a few new ways to get it other than just the camera obscura as
before, such as grinding certain ghostly things.

Unique effects it brings:

- It works in metalgen (I believe the metalgen recipe is still broken as
of making this) to make hauntium infused metalgen.


https://github.com/tgstation/tgstation/assets/58376695/121ca6b2-00b7-4203-bc6a-48976b1af802


- Any object touched by the chem will temporarily have the haunted
effect, letting it teleport around randomly and even attack people.



https://github.com/tgstation/tgstation/assets/58376695/103aeee5-ed3e-4fdd-85e4-ac7338823c46


- If you put it in your body, it hurts your "soul" (soul being heart and
mood)

![image](https://github.com/tgstation/tgstation/assets/58376695/34182a4c-face-4fe7-b170-a7b10122a14d)
...unless you are morbid or undead, in which it gives a slight mood
boost and acts like an addiction-less drug
## Why It's Good For The Game
Hauntium previously was super niche and not very useful other than
making funny haunted toolboxes from it. This expands it's usage and
makes it a lot more interesting. I also know a good few people who have
also wished this was available to use in metalgen and now you can!
## Changelog
🆑
add: Lets you grind things into a hauntium reagent which works similarly
to the solid form but is versatile and has some unique effects.

/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-12 03:35:19 +02:00
Lamb
aa00533a23 resprites all soda cans, adds wellcheers juice (#77424)
## About The Pull Request
this one was a labor of love. all the existing soda cans have been
resprited, with the help of @retlaw34 (new top palettes), @Imaginos16
(new top shapes, can palettes), and some original sprites done by
@Krysonism (monkey energy, the 13 loko).
you can see the before and afters here: 

![image](https://github.com/tgstation/tgstation/assets/110322848/f23f0b06-d3b3-40dd-b0f9-353fb5864b92)
(now includes crushed cans, and inhands!)
let me know if there's any promotional stuff i should also include in
this PR, like if sol dry has a poster somewhere, and i'll go update that
with any changes made.

also adds a new drink, idea courtesy of @YesterdaysPromise: 
wellcheers juice!

![image](https://github.com/tgstation/tgstation/assets/110322848/96c6d57a-79c3-4b70-8bd5-c8f3d1bbec41)
it will make you drowsy, and has a variable affect on your mood
if you are unhappy, it will deal stamina damage
if you are neutral, it will give you a mood boost
if you are happy, it will heal some brute damage

also, six packs of cans have been resprited. can i interest anyone in an
alamo? or just a space beer?

![image](https://github.com/tgstation/tgstation/assets/110322848/567d677b-d89b-4c52-b576-b15293aabf49)

## Why It's Good For The Game
old can sprites were _crusty_. it was nearly impossible to tell what
some of the logos were, and the palettes were dated as well. this tries
to keep the logo similar where possible, giving them new life where i
can, and sometimes reimagining them. the result is still internally
consistent, but much more polished.
## Changelog
🆑
add: Added wellcheers, a contraband soda with various side effects.
image: resprites all cans in the drinks icon file
image: resprites the canholder sprite in storage.dmi
/🆑
2023-08-09 01:41:48 +00:00
Alexis
6fc996353f Photophobia quirk (#77032)
## About The Pull Request
We already have nyctophobia, so why not have its inverse? 

Adds the photophobia quirk which causes you to get a negative moodlet
while in light and increases flash sensitivity (makes regular eyes as
sensitive to flashes as moth eyes and makes moth eyes as sensitive to
flashes as maint-adapted chaplain eyes)
Sunglasses, welding masks, and things of that nature will negate the
negative moodlet

Thanks to _distrilul, Eton, and Hardly for helping me with this agony.
## Why It's Good For The Game
It's good for quirk variety and adds to roleplay potential.
## Changelog
🆑
add: Photophobia as a negative quirk.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-27 18:09:57 +01:00
necromanceranne
cfd40aeef5 Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request

This is a followup on my previous PR involving cargo imports. I've made
a number of changes and new additions to cargo's imports and contraband.
But I've also changed how Smuggler's Satchels generate loot as well.

### New:
**Abandoned Crates:** You can now order in abandoned crates at a steep
price. Obviously these are just your standard fare abandoned crates, so
they've got a pretty long list of potential contents. Some great, some
utterly not worth the price you paid for the crate. Since they're quite
pricey, you can't order very many quickly. But this does allow cargo
techs the opportunity to spend the round solving puzzles to get
interesting loot.

**Dumpster of Maint Garbage:** This dumpster (similarly named to another
dumpster you can order) is filled with maint trash and potential maint
random spawns. This list is extensive enough that anything spawned in
this crate is likely to be mostly garbage. But, it is more affordable
than abandoned crates. I'd consider this the literally trashier version
of the abandoned crate.

**Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the
extremely rare, short run edition of Shambler's Juice, Eldritch Energy!
This contains 5 units of eldritch essence. Heals heretics, hurts
everyone else! This is a VERY potent poison, but it also happens to be a
handy way for a Cargonian heretic to get a potent healing item without
having to waste knowledge points.

**Animal Hide Crate:** It's a cargo crate full of animal hides! This can
include fairly rare hides and some icebox creature hides as well, like
polar bear hides and wolf sinew. It's not too expensive, and mostly
spits out leather.

**Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable.
This is just something to troll people with. Drink it and you'll get a
massive mood penalty. Dreadnog! May or may not contain space cola!

### Updated:

**Contraband Crate and Smuggler's Satchels:** This has had it's price
increased considerably. But, for good reason. It now contains some more
controlled random items, but also some more valuable contraband as well
as a very rare spawn. The upper end on his contraband can be extremely
valuable, but the majority of the items gained from contraband crates
will probably be either what you can get now (quite weak), or something
a bit more middle of the road (some more unique narcotics).

As a consequence, I've also passed this change onto smuggler's satchels,
as they used the crate to generate its contents. (it literally spawned
and then deleted a contraband crate to generate the contents hoo haa).

I've also increased the number of items in the smuggler's satchel. Since
the randomly spawned smuggler's satchels are quite a bit rarer now there
is only ever two spawned in the map, and spending actual TC on these is
somewhat counterproductive, I don't imagine this will be more beneficial
for scavenger hunters hoping for some interesting goodies.

**Russian Crate (the normal one):** The mosins now spawn in ancient gun
cases. These determine what kind of mosin you can get. 79% of the time,
you get the crap mosin. 20% of the time, you get a good mosin. And 1% of
the time, you get rations. This more tightly controls how many good
mosins are entering into the round and how much of a value purchase the
Russian crate actually is for getting ballistics. Since the process is
even more unlikely than before, it isn't necessarily as guaranteed that
you will get a good mosin. Hell, you might not even get a gun if you're
that unlucky.

**Shocktrooper Crate:** It now has an armor vest and helmet. So, not
only do you get some grenades, you get some protection as well. Since
this is the 'loud' crate, I felt it appropriate to make it slightly more
useful for enabling that.

**Special Ops Crate:** It now contains five mirage grenades and a
chameleon belt, and has had the survival knife improved to a
switchblade. This is probably the weakest of the two crates STILL, but
hopefully these make them a little more interesting and novel by giving
them pretty fun grenade to toy with.

## Why It's Good For The Game

My initial PR hoped to add in a few more interesting purchases for
cargo. I think currently cargo has a slight issue of not having enough
valuable or interesting uses for their money. I think it still has that
problem, but by including more unique crates that allow cargo to provide
some oddities into the round, that might slowly work itself out.

This PR hopes to provide another way to waste their money if they have
an excess amount. Landfill Trash Gambling. Spending it away on complete
junk, which I think is absolutely hilarious when it doesn't work out, as
it is soulful in its design. Definitely not inspired by my recent thrift
shop excursions this month buying and scrounging for furniture and
interesting clothing.

[Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes)

Also, I wanted to buff some of the crates I introduced a bit last time,
and nerf the mosin production somewhat via a more controllable method
that I can actually adjust as necessary down the line.

## Changelog
🆑
fix: Stops manifest generation runtiming when a cargo crate is empty.
add: Abandoned crates are now available via cargo imports.
add: Dumpsters full of maintenance trash are now available via cargo
imports.
add: An ultra-rare can of Shambler's Juice is now available via cargo
imports.
add: Animal hides and leathers can be (unreliably) ordered via cargo
imports.
add: The Dreadnog has entered this realm. To consume, purchase it via
cargo imports.
balance: Contraband Crates (and as a consequence, smuggler's satchels)
now generate more varied goods. Mostly the same, but sometimes you get
something quite different or even valuable.
balance: Mosins generated via the Russian supply crate are a bit more
random, weighing more heavily towards bad mosins than good mosins.
balance: Buffed both the shocktrooper and special op crate. Shocktrooper
now has an armored helmet and vest, and special op now has 5 mirage
grenades and a chameleon belt. The survival knife in the special op
crate is now a switchblade.
/🆑
2023-07-15 16:27:39 +01:00
MrMelbert
bfe3f19d53 Allows uniforms to have multiple accessories attached, removes armor from accessories (#76629)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/b7808325-bd8d-4949-9611-985be5475064)

- Multiple accessories can now be pinned to one jumpsuit. 
- All accessories are shown on examine, but only the first is shown
on-mob.

- Under-clothing code cleanup.

- Removed armor from all accessories. 

- Halved the mood given from Hope to accommodate the fact that it can
now stack with others.

- Generalizes dogtags. Now dogtags will show their string on
examine_more if examining the mob wearing it, so you can see the
contents of someone's Allergy Dogtag without removing their clothes.

## Why It's Good For The Game

Accessories are a surprisingly contentious slot for something supposed
to be entirely cosmetic, so I've decided to address that.

This turns accessories into almost entirely cosmetic, with some minor
effects like mood boosts or pen storage.

People will no longer have to choose between showing off a pride pen or
getting a medal from the HoP, or between wearing sick lavaland drip
items, while also letting us stretch our legs a bit without worrying
about clothing balance.

## Changelog

🆑 Melbert
add: You can now wear multiple accessories on your uniform at once (up
to five by default)
balance: Removed armor from accessories, and nerfs the effects of some
accessories.
/🆑
2023-07-12 19:34:47 +01:00
ChungusGamer666
c0fc3950ae Alcoholic quirk (#76510)
## About The Pull Request

So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.

This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

![image](https://github.com/tgstation/tgstation/assets/82850673/f3883f76-414a-48a8-8f69-76f1bc01d020)

## Why It's Good For The Game

More quirk variety with decent roleplay value.
What will we do with a drunken sailor?

## Changelog

🆑
add: Added Alcoholic as a negative quirk.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:47:39 -06:00
necromanceranne
2600f23ebb Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism (#76318)
This PR introduces a whole bunch of Coroner and Morbid related content.

Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.

Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.

Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;

dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations

To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.

While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).

The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.

Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).

(Gives roboticists secure morgue access during skeleton crew pop totals)
2023-06-30 12:55:14 +00:00
Andrew
626e5c9dea Eating from floor may cause disease (#76018)
![image](https://github.com/tgstation/tgstation/assets/3625094/a60ac166-5772-4ee1-aa08-4f82828033e7)

## About The Pull Request

There is a 10% chance of getting one of 3 new diseases when you eat
dirty things.

Things become dirty when left on the floor for [more than 5
seconds](https://en.wikipedia.org/wiki/Five-second_rule).

But you can wash (with any method you know from spraying water to
cleaning with soap) or cook them later to avoid this.


![image](https://github.com/tgstation/tgstation/assets/3625094/0f78ef11-1737-4c9c-aecd-072dd95ef013)

Packaged, bowled, canned food (any food that spawns package as trash
afterwards) is protected from this effect.

Makes crafted food spawn on nearby tables when the hands are full.
Except the one behind you.


![8wSPp0hsx1](https://github.com/tgstation/tgstation/assets/3625094/6a51ebce-5626-4aac-9e59-cc4eab46a95a)

#### New diseases:

40% chance:

![image](https://github.com/tgstation/tgstation/assets/3625094/a0b72459-cc10-47e1-99db-b11013eaa61b)

40% chance (Vomiting is of special type that does not stun):

![image](https://github.com/tgstation/tgstation/assets/3625094/ce8e254c-7a65-49ed-bfb2-68652a624aed)

20% chance:

![image](https://github.com/tgstation/tgstation/assets/3625094/b792ae5e-8a99-4271-93d1-bcc172292049)

## Why It's Good For The Game

Things that are left on the floor for too long intentionally are trash
that should be disposed by janitor. If you make a meal or prepare a
medication, it makes sense that you should keep your product sanitized.

Things that are dropped unintentionally are supposed to be picked up
quickly. "Oops I dropped this pie, need to pick it up quickly before the
germs spread". 5 seconds are enough for this. If you didn't manage you
will be like "Oh dammit, now I need to wash this pie in a sink".

Now players will consider to not just throw items meant for eating onto
the floor neglecting the fact that it looks odd. If they still ignore
it, people who consume the items will receive a harmless but annoying
disease.

In general this PR aims to force some IC gameplay onto Medics, Chefs and
Botanists so that they care a bit more about things they make for other
players.

The items have a warning message saying that they are dirty and
dangerous, so the consumers have a way to detect dirty items and an
option to wash them with soap/rag/sink/shower/fire extinguisher to
remove the harmful part from the edible item.

So to avoid this, players just need to examine an item before eating it.

Botanists can spray a pile of fruits from a hose for the same effect,
and washed items that stay on floor dont regain germs until moved to
another tile.

Food that converts into another item during cooking (like meat slab
turning into steak) or crafting, will not retain the infection. This
kinda simulates the sanitizing during cooking.

Medics can use elevated structures (e.g. conveyor belt) to avoid getting
their pills dirty during creation in plumbing. Or they can wash the
pills they want to distribute in the shower before packaging them into
pill bottles or a bag.

## Changelog

🆑
add: Food and pills have a 10% chance to infect with one of three new
diseases on consumption when left for more than 5 seconds on the floor.
You can wash it to avoid disease. ChemMaster and Pill Press are added to
the list of elevated structures (Considered as tables for pills). Made
harvest spawn on top of hydrotrays to stay protected from germs.
add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula
Nausea with static cures obtained by digesting dirty food.
fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all
dense kitchen machinery
code: Decomposition now uses `germ_sensitive` component and follows 5
second rule too.
qol: Crafted food items spawns on nearby tables (except the one behind
you) instead of dropping on floor when hands are full.
/🆑
2023-06-30 01:28:12 -07:00
necromanceranne
64eae49042 Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) (#75948)
adds the Vorpal Scythe, a special chaplain null rod variant, replacing
the Reaper Scythe, a not so special null rod variant.

When you choose the vorpal scythe, it comes as a shard that you implant
into your arm, similar to a cursed katana.

Once implanted, you can draw it at any time like an arm implant.
However, sheathing it again presents some problems. (Also, implanting
the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit)

The Vorpal Scythe has 10 force, one of the weakest null rod variants for
force that isn't a joke null rod. However, it has exceptional armor pen
and also has 2 tiles of reach. So quite unique.

It also has a special beheading ability when you right-click someone.
This borrows some code from amputation shears, functioning pretty
similarly, except with a few additional ways to speed up the action and
restrictions. (It takes 15 seconds baseline to behead someone standing
and conscious, and speeds up or slows down based on factors such as
incapacitation and whether or not our scythe is already empowered)

When you successfully behead someone with a mind, the vorpal scythe
gains 20 force and can be safely stowed and drawn for 2 minutes.
Performing more death knells like this will reset the timer.

If it has not performed its 'death knell', or you haven't hit a living
mob, then it will cause severe damage to you if you ever try and stow it
(or its forced back into your arm). Just hitting a mob with the scythe
will sate it for 4 minutes. Unless it is a non-player monkey. Horrible
things. Just hitting mobs does not reset the timer on empowerment.

What this means is that the chaplain may be more hesitant to simply draw
their weapon on people. It also means that potentially, the chaplain
will not always have magic immunity, since they may end up stowing the
weapon away and be reluctant to draw it on a whim without either taking
damage for sheathing it without hitting something, or dealing with
having one less hand up until they can.

While empowerment only happens when you behead mobs with a mind,
beheading monkeyhumans and other mindless humans subtypes causes their
heads to become haunted! It's mostly harmless and largely just SpOoKy.
We don't want heads with actual players in them to go floating off to
space. (Does not work on monkey heads for sanity reasons)

When you have the Morbid trait, you think creepy stuff is cool and hate
saving peoples lives. You get a mood boost from graverobbing, autopsies,
dissections, amputations (including beheadings with the scythe and
amputations with the shears) and revival surgery. However, you get a
mood penalty when you tend wounds on the living, as well as a hefty
penalty when you perform CPR or defibrillate someone. I was thinking
Victor Frankenstein when I was choosing which actions had an associated
moodlet, so anything that I might have missed would be appreciated.

You also count as potentially cool with regards to haunted objects.
Ghosts think you're neat. (Revenants probably will still kill you if
they had the chance)
2023-06-21 04:37:18 +00:00