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914 Commits
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1a10197544 |
Remove 2 instances of duplicate argument names (#81757)
## About The Pull Request I fixed 2 instances of procs having multiple arguments with the same name. BYOND does not error on these, instead ignoring all but the last. It's best to remove these for clarity. ## Why It's Good For The Game N/A --------- Co-authored-by: san7890 <the@san7890.com> |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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919a839c8b |
Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512 i accidentally added it to the emagged console it should be on contraband now. also added a backpack to present it from interfering. and its available in uplink 🆑 add: box with a set of floortile camo, which can be ordered in black market uplink add: also adds a backpack to camouflage fix: i had the crate under emagged console, should be fixed now. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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25909dc932 |
remove plasmaman check in survival boxes (#81493)
## About The Pull Request it's already done in wardrobe_removal() there is no need for this check ## Changelog 🆑 code: removed redundant check for plasmamen in survival box code /🆑 |
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311da1348e |
Fixes Cargo Lockbox Iconstates (#81481)
## About The Pull Request The cargo lockboxes didn't update iconstates when locked. Seems like an oversight given that their parent object does this and there's unused sprites for this behaviour in this item, so this enables it to use those sprites that are already in code. ## Why It's Good For The Game It's hard to know if someone has taken their items or not because an unlocked case looks identical to a locked one. Also fixes an oversight idk. ## Changelog 🆑 fix: cargo lockboxes update iconstates correctly now /🆑 |
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19b2ffd2d3 |
Contractor loadout adjustment + Price tweak (#81293)
## About The Pull Request Removes RNG items from the possible pool of items that gets given to contractors when they buy their kit. Contract kit:  ## Why It's Good For The Game   The idea is that contractors should have the things they need in order to begin contracting in the first place. They are given thermals + SyndEye to find targets. Modsuit/Contractor Suit/Chameleon mask+jumpsuit to conceal/disguise their identity. Their Jammer + Baton in order to pull off successful abductions without getting dogpiled by the entire station. In their current state, contractors are too weak, when at the end of the day, the most harm they are doing is temporarily removing a crew member for like 5 minutes. They should have a bit more power now in order to have a bit more impact into the round. ## Changelog 🆑 balance: Contractor kit no longer gets RNG items, it's a specific pool now /🆑 |
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12afcb911e |
Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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505ff7640b |
Filled trash bags use the correct sprites when worn. (#81011)
## About The Pull Request Fixes #81009. Trash bags did not have a `worn_icon_state` set, which means that it tried to use an invalid state when worn while not empty. This is now fixed. ## Why It's Good For The Game Missing sprites bad. ## Changelog 🆑 fix: Filled trash bags show up properly when worn. /🆑 |
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fa9a2a701a |
Implant pad TGUI (#80978)
## About The Pull Request I was messing a little bit with TGUI stuff and ended up turning the implant pad TGUI, so why not. On top of the new UI, I replaced the messages to chat with nice and consistent balloon alerts which will hopefully make it not seem like an ancient piece of shit. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017 I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner console, because it was accidentally left in when the console was moved to TGUI ## Why It's Good For The Game I'm still going down the list of things that need to be TGUI, and I ended up doing this cause I just felt like it while messing with some other stuff. Rest of the list is visible here: https://hackmd.io/@sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh ## Changelog 🆑 refactor: Implant pads now use TGUI /🆑 |
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81a668a727 |
Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied to items other than guns. Binoculars now use it instead of changing the player view size, and lets them move around while the zoom is on at the cost of a moderate slowdown. This is both more comfortable, cooler and less laggier than the previous method. Take in mind it still takes both hands to use binoculars, so there's no much room for exploitation anyway. This PR also makes the mothic softcap from the curator kit special: it too has the scope component, albeit of a much shorter range, because it's probably the least interesting kit of them all right now and has nothing that the curator cannot get by walking in the aux base construction room, except for a pair of pockets in the mothic coat, though that's superseeded by the Trailwarden kit's saddlepack. It's pretty fitting if you ask since the softcap has some goofy-looking googles drawn on it. Oh, items that aren't guns also have a different mouse tracker icon of two circles joined together, instead of a reticle. |
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053729a0a1 |
Lizard food: adds burger variants and a few extras (#80424)
## About The Pull Request This PR is inspired by [SS13 TV](https://youtu.be/gVXki-1uBLY?si=l9QZyVFW1CyzIEL_&t=73) [The best show on air.](https://youtu.be/gVXki-1uBLY?si=hrQ8NADTu0WwmH7n&t=223) I wanted to help port the great human cuisine over to be something lizards could comprehend. I'm intending to add: 7 Burger variants (Rat, Plain, Chicken, Fish, Sssloppy Moe, Rib and RootGuffin)  I also am adding two extra foods: Korta Wellington and [Meatsicles.](https://media.tenor.com/CGDqgg8bb9AAAAAC/meat-popsicle-5th-element.gif)  I'm not done yet! For human chefs, rejoice! I'm adding a way to make vinegar from grape juice and enzyme (removing the wine recipe because that just becomes grappa instantly.) and the ability to 'fold' your pickle jars back into beakers to let you recycle the jar to make more pickles without having to trek to the nearby lathe or autolathe. Updated meatsicles.  ## Why It's Good For The Game More food for lizards means a chef doesn't need to harass botany for more and more plants just to satisfy the growing lizard population. You can feed humans the same burgers they love without aggression from the ~~subhumans~~ lizardfolk who are hungry too. Vinegar is now craftable, which means if your grapes and enzyme is of high enough quality, it'll not impact your food quality. However, that requires a competant botanist and more work. You can choose between cargo or saving like 20cr for your work. Not being able to just refill an empty jar didn't make any sense to me, I've made pickles IRL and have never encountered that. ## Changelog 🆑 add: Added new lizard variants of existing foods for equality of edibility. qol: made pickle jars reusable and vinegar craftable. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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402f58aa10 |
Geared Assistants Station Trait (#80323)
## About The Pull Request Adds a new rare positive station trait! It gives assistants some sort of loadout, either gimmicky or to serve the station. Below are a few I added:  <details> <summary>All loadouts</summary> uhhhh im lazy, just check code. Feel free to suggest more as well to help push away critiques </details> ## Why It's Good For The Game I think it's a fun flavor to add to station traits. The gamiest trait is the handyman loadout that starts with a toolbelt, most are just to support the station or to be flavorful. Bee assistant with a bee coupon, to inspire bee shenanigans; lightbringer assistant that starts with a lightreplacer and a lantern; mop assistant that starts with a mop bucket; etc. Worst case scenario the floor is a little more littered, best case scenario is some assistants start fulfilling their purpose. When you spawn with a mop, everything looks dirty. We also don't have many positive station traits that don't just add 1 extra cola can to the soda vendor in escape, so something more tangible could be fun. ## Changelog 🆑 add: Adds a geared assistant station trait! Spawn with a skateboard, toolbelt or in your favorite bee suit! code: Moves assistant code around /🆑 |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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044f27f886 |
Adds Head of Security beret and bowman to their locker (#80503)
## About The Pull Request adds Head of Security beret to their garmet bag and adds Head of Security bowman to their locker ## Why It's Good For The Game Other departments start with their round start drip in their lockers, Head of Security should too, for consistency! Promoted Head of Security should get their fancy beret and headset ## Changelog 🆑 qol: Head of Security beret added to their garmet bag qol: Head of Security bowman added to their locker /🆑 |
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a3fa541e2e |
Bridge Assistant Station Trait (#80279)
## About The Pull Request adds a station trait which adds a new role, the bridge assistant he is designed to help commandeer the bridge and help out other heads when needed. he is armed with the mini energy gun (the one heads used to have on kilostation), a flash, a toolbelt (with an inducer), some cool shades and a swanky scarf. as he is a nerd he is weak and unable to twohand weapons, preventing him from wielding the fire axe. currently he does not have a mindshield but he cannot roll antag he currently has access to the bridge, announcement console, eva, teleporter, gateway, maint, and a weapon permit (somewhat (not really other than for nerds) interestingly this is the first job that isnt assistant that doesnt have access to any lathes, so he doesnt have orm access unlike all the other jobs (except assistant)) the trait also makes a coffee machine spawn on the bridge here is some useful art of your role  and ingame screenshots    ## Why It's Good For The Game Adds upon the station trait job system with a straight forward role that IS just a human (unlike the cargorilla), and is pretty basic with no custom assets or whatever other than hud icons Having the bridge assistant in some rounds seems like a neat way to protect it since it gets fucked up in like half the time, while also not having enough mechanical depth or gameplay as to warrant it as a permanent role ## Changelog 🆑 add: Bridge Assistant job accessible from a station trait. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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8d77b1be89 |
Balance changes to swords, energy shields and modsuit shields. (#80072)
## About The Pull Request ### Sword Weaponry Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks whatsoever. These attacks include tackles, xeno tackles and bodythrows. Energy swords and double energy swords only gain 25% block probability against such attacks. ### Double Energy Sword No longer grants outright energy projectile immunity while employed. Instead, it just has a high probability of reflecting (the typical 75% to block any other attack). So, very solid defense against energy projectiles, but not immunity. Against non-reflectable projectiles, like ballistics or nanite bullets, the desword only has 50% block, similar to an energy sword. To compensate for the loss of defensive power, we'll make it all the more rewarding for getting on top of someone with the sword by giving it 40 force while active. And also it costs 13 TC. ### Combat Energy Shield This also lost outright energy projectile immunity, but gained the standard blocking power of shields on top of the ability to reflect energy projectiles when they block them. This significantly increases the shields potential effectiveness while no longer pigeonholing the shield to only energy weapons. (This makes them exceptionally good against tackles and body throws, by the by). Deathsquads still have the perfect deflection energy shield so that they can continue to spam pulse shots with impunity. ### MODsuit Shield Module Only has one charge instead of three, but it recharges in half the time. This is no longer such a perfect defense, and does somewhat need you to be thinking about how you're utilizing the shield rather than not thinking about defense at all by barreling forward under three potential hits worth of protection. Also much cheaper, at almost half price of 8 TC. Because of how cheap it is (and how much it still is necessary to keep you alive), I've put it into the core equipment box (which brings the price up to 22 TC. As a reminder, this is not meant to be at any discount, and is more aimed towards teaching newer players which items contribute towards success. If you don't want all the times within, don't buy this box, just buy what you want separately.) ## Why It's Good For The Game This is a doozy of an explanation, I hope you're ready for it under the spoiler. <details> With my tackling and bodythrow prs, numerous people expressed exasperation at the fact that these two tools may have been keeping some outlier antagonist gear from becoming too easy to steamroll with if you already knew what you were doing. My intent was to create consistent rules and behaviours that both A) did not rely on bugs to keep the balance of power from tipping one way or the other, and B) was at least consistent or had consistent rules established. This PR is tackling overperforming gear combinations for already competent nukies that may have, over time, crept out of control, and applying some consistency to the rules around similar equipment. AND also deals with quite possibly the most braindead element of game design we've tolerated for about a decade, and half a decade after it was necessary to maintain that decision. Part of the culprit of this issue is that, specifically in regards to nukies, crew can't use the vast majority of their weapons effectively against them. This largely is because this antagonist can gain immunities to those types of equipment. And that is rapidly increasing as we move closer towards outright ballistic removal. I don't think the game is made healthier by everyone on the station having to fight armed mercenaries with spears, and doesn't make much thematic sense either. More so, most greener players probably just don't know this is how it works, and so surprise Pikachu when their lasers bounce off nukies harmlessly. (This bit reminds me of the problem of new players using disablers against simple mobs) But of course, that isn't the only part of the problem. The other half is due to being able to be layered on a much more broad defensive tool in the form of the MODsuit Shield Module, whose three charges could render the mindful nukie near untouchable if they're pairing it with some other layered defense, such as a desword. Notice that this doesn't really address armor. The culprit is negation, and not mitigation, and we should be sparing in how easily we hand out outright effect negation simply because it isn't super obvious to a new player why it happened, and how to resolve it. At the very least, we should look to find ways to add options for players to overcome these problems. Especially with teamwork. Energy projectile immunity made sense while there floated around an energy projectile that ostensibly would down you in a single shot. Nukies ALSO had projectile weapons that worked much the same (c-20r stun bullets, taser shot bulldogs, etc.), so it was predominantly tit-for-tat. These immunity granting equipment pieces forced crew members to get shotguns and ballistic guns to fight these dangers; something more available at the time. We've exercised large bits and pieces of this from the game a long time ago, but we still have some remnants convinced we're still in a taser-rich, ballistic available environment. We need to move the games languishing tools into the modern era and re-established their place in the game. Namely, the double-energy sword and the combat energy shield are almost entirely unchanged besides refactors for the last decade or so, even while the game around them have changed. They've been a continuous sore point for me in all my time developing and a constant nagging issue. I want to deal with it now. MODsuit Shield Module is just kind of really good and only made stronger the more defenses you have. It's good to have a defense like this, but I think it is too brain dead. With only one charge, it will save you from a lost joust here and there, but it won't make it as simple as running right at every problem you encounter and eating a volley of attacks while you kill someone with impunity. **With regards to traitors**, since they also get double-energy swords; I'm open to suggestions if this is hitting them far too hard, but I'm not terribly concerned using this weapon for a few reasons. **Firstly**, I think their presence amongst the crew make it a much better weapon for tots than nukies (in isolation) simply because they can find ways to exploit it via tools they gather from the station. It is a force multiplier. Traitors also have a much bigger element of surprise usually. **Secondly**, round-start traitors typically grow to be a bit stronger over time, but I don't foresee many waiting to pay for the double-energy sword unless they're already flush with TC. So if a traitor is in a position after they've unlocked access to it to buy one of these, they are probably doing pretty okay for themselves. </details> ### TL;DR Defense stacking and attack immunities are not particularly healthy things to both design around, or experience in-game. They are kind of just relics of the past made only sorer once I ripped off a few bandaids. This is a source of a number of symptomatic issues in the game, so let's fix that and make it easier on all of us going forward. Much of the way these things worked operated on extremely outdated design considerations. It doesn't make sense for them to work like this today, and only makes things harder by keeping the status quo. ## Changelog 🆑 balance: Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws. balance: The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles. balance: The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block). balance: But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC). balance: The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block. feature: Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced? balance: The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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16bdcf409c |
"Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request For the vernacular purposes of the following PR body -- "Security Implant" refers to the existing subset of implants given, by security, to captured prisoners and such as a punitive, controlling measure. This includes the chemical, tracking, and maybe exile implants. This revamps the functionality of how "security" implants are displayed on huds, prisoner management console implant controls/readouts, and their instrumentality. It was also, ultimately, an attempt at nerfing the tracking implant that spiralled far out of control. Rather than only displaying chemical on the right and tracking on the left, all implants with the "security implant" flag will be trackable on SecHuds. A maximum of two can be implanted at once. This is both due to technical limitations, but also conveniently provides security a limit to consider when choosing implants. Implants now also occupy their HUD slot based on the order they were implanted in, rather than always occupying the same spot. Neat!  From two (three if you count the exile implant), there are now five security implants. _The tracker implant has been split into two of these implants._ <details> <summary>Summary of the implants, functions, changes:</summary> <br> - **Tracker (Red)** -- No longer grants teleporter beacon. Tracking radius has been increased from 20 to 35 tiles. The Prisoner Management Console will now list the area the prisoner is occupying as well. Disables after the implantee is dead for 10 minutes. - **Chemical (Blue)** -- No mechanical changes. The implant pad readout has been modified slightly. - **Exile (Green)** -- In addition to past functionality, station shuttle controls (public, mining, etc.) will be unresponsive for the implantee. Flimsy, but more effective than a stern warning not to come back from lavaland. - **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The prisoner console will report if their currently occupied area is hazardous or not, so half of the security team doesn't blindly teleport into space or lava. Disables after the implantee is dead for 10 minutes. Available from Cargo. - **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee from being teleported. Ever wanted to keep a wizard or cultist in a cell? This is where you can start. Available from Cargo, expensive and scarce. Each of the implants has some application that would benefit security if used on a captured criminal. Their usefulness may overlap in some places, but the overall range of control these implants give security is broadened. </details> The implant control console has also been given a small facelift. Certain implants provide more useful readouts that can help officers locate, control, or capture an implantee, rewarding cooperation between officers. It has also been totally converted into TGUI by @MrMelbert. Kickass! Also, You can now remotely destroy implants, either to relieve criminals from their punishment or to make room for a different implant. Wardens should keep hold of their ID and remember to log out, since a motivated convict could use it to shed their implants!  Everything made in this PR _should_ be scaleable enough to allow for new security implant types to be implemented with relative ease. The teleport-blocker implant was a last minute attempt to prove it to myself. I had a few more ideas for implants in my head, but figured this PR was already getting big and ugly enough. That is all for another day. I truly apologize if there's anything I've missed in here. I did a lot of this over a long period of time and kind of just... sat on it for a while. If there's any confusing our unexplained changes, feel free to point them out and I'll try to give an explanation. ## Why It's Good For The Game The goal of this PR is to give a bit more depth to security's armory implants. The intent is to present a choice in what implants are given (rather than just tracker and maybe chem if you're feeling spiteful), and to make them more useful as punitive/monitoring tools. The tracker implant needed a nerf (and probably still does regardless of this PR's success). It's never used for tracking since the teleporter beacon is much more direct (+ gives a virtually free attack opportunity), and the tracking range was incredibly subpar. I'd rather not take toys away from security, but having the best option not be roundstart gear feels like a fair compromise. Warden content. Wardens have more gear to budget for and use at their own (or the HOSes) discretion. The changes to the prisoner console allow them to coordinate with officers to get good value out of the implants they've chosen for an implantee. Gives antagonists an alternate way to get de-implanted, without external help, that can only be granted at the fault of security. Wardens who dish out implants must keep an eye on the people carrying them! ## Changelog 🆑 Rhials, MrMelbert add: The Tracker implant has had its teleport beacon functionality migrated to the new (cargo accessible) Beacon implant. add: Teleport Blocker security implant, that prevents the implantee from teleporting by any means. Purchasable from cargo. add: Security implants may now be harmlessly self-destructed at the Prisoner Management Console. balance: The Tracker implant tracking radius has increased from 20 to 35 tiles. The Prisoner Management Console will track and display the area the implantee is in as well. balance: The exile implant now prevents implantees from operating shuttle controls. code: Various code improvements and removal of unused vars in the Prisoner Management Console code: The HUD slots for chem/tracking implants have been converted to display any implant with the IMPLANT_TYPE_SECURITY flag and an associated sprite. spellcheck: Modifies various implant pad readouts, removing false information and rewriting some sections. /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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ab6713b015 |
Fix medibots (#80136)
## About The Pull Request Should fix advanced medkit medibots healing and also give back the healing bonus to brute medkit medibots. Medibots should no longer leave their healing pose in the middle of healing either. Player medibots can't overheal. It also readds any removed lines. And they can use robot emotes again. Fixes #80135 ## Why It's Good For The Game Fixes! ## Changelog 🆑 fix: Medibots made from advanced medkits works again fix: Medibots made from brute medkits have their bonus healing again fix: Medibots can use robotic emotes again /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- 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 Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- 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 Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- 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. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- 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. --> |
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87f32e149f |
Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request I decided to look at why everyone loves (and I despise) Christmas too much, and was met with a lot of smelly code. In fact, some of it was completely busted! Let's fix several things. * We no longer use a GLOB for "every possible item you can cram into a gift box", we now use static lists scoped to the proc. That saves us some pollution for something that really didn't need it (and only was set up that way for cacheing I believe). We also static-cache stuff that we weren't doing previously, to save even more work (in anticipation for entropic heat death of universe). * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old path and this new one is cleaner. This also uncovered a bug. * Mappers would var-edit gifts to have a unique mapped-in type, but the code never respected this. I fixed it so the behavior should now respect that rather than override the variable on Initialize(). Now the goat plushie gift will always have said goat plushie rather than just any toy. * Procs should now have the proper arg nomenclature. * Also just cleans up a lot of single letter variables and the like. There was some cooked shit that's now alphabetized and nicely multilined. ## Why It's Good For The Game Ho ho ho. ## Changelog 🆑 fix: Some mapped-in gifts that were supposed to guarantee a certain gift weren't spawning that exact gift type, this has been patched to reflect the mapper's intent. /🆑 |
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7f7688b60a |
Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
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286ba48c2c |
[NO GBP] ACTUALLY Allows dogtags to fit into wallets (#79879)
## About The Pull Request https://github.com/tgstation/tgstation/pull/79843 but working... So. Turns out the inventory is just a whitelist. Not just 'any tiny item'. Whoops. Also alphabetized the list since I was working on it. Hopefully I did that right. |
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ef52047274 |
[READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things (#79721)
## About The Pull Request ### Tackling Outcomes Tackling now determines success based on outcome categories. These are derived from the typical attacker/defender roll that would have previously determined the outcome on its own. A negative roll results in a negative outcome, a positive roll a positive outcome, and a result of exactly 0 resulting in a neutral outcome. The result of your roll are then passed along to the relevant proc to determine severity. The derived roll is multiplied by 10 (or -10 for the negative roll to get a positive value to roll with). Then we see if our final roll fits a severity bracket. Negative outcomes will roll to determine their outcome, and potentially could roll a less severe outcome than what our first roll would suggest. For positive outcomes, the defender's melee armor reduces the severity of the outcome. For negative outcomes, the attacker's melee armor improves the potential outcome and at least prevents more severe backlash. It'll still be negative, you can't move from a negative outcome to a positive outcome just from good armor. Most of the outcomes are fairly similar to the current outcomes, but with the inclusion of staggering one or both parties to make the subsequent potential grabs _stickier_, if that makes sense. Neutral is now a mutual stagger, but also the tackler being left upright. It's effectively net zero. ### Blocking Blocking is checked on impact, and results in a neutral outcome if the defender successfully blocks. This means our tackler isn't too severely impacted from an unsuccessful tackle ### Additional Changes Your arms ``unarmed_effectiveness`` now contributes to the attack mod and defense mod of tackles. For humans tackling humans, this often results in a net neutral result. But if you have a better arm, or the tackle target has worse arms, this can alter the outcome significantly. Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp users or the very unlikely chance ninjas are tackling while wearing their armor) gains a bonus to their tackles. Any suit that prevents shove knockdowns grants an attack bonus, and not just riot armor. This now includes Mk.1 Swat suits, the ones from the SWAT crate in cargo. Settlers are vulnerable to tackles, much like their dwarf cousins. They're also just as bad at tackles. Security lockers come with gripper gloves, and the sec vendor has 5 sets of gripper gloves as standard items. They also have a +1 skill bonus. This should encourage people to use tackling a bit more without having to always seek out the best gear to accomplish the task. (particularly since security is inherently pretty good at tackling with the outcome changes). The HoS gets a pair of gorilla gloves in his garment bag. If he wants them. The shove slowdown is now a new status effect, Staggered. This is just better functionality overall. Any instance of adding the shove slowdown now makes our target staggered. ## Why It's Good For The Game Tackling is a bit outdated, to say the least. Not much content has been added for a while that isn't strictly meme content. With these changes, tackling should be slightly more nuanced, considering elements such as unarmed effectiveness, the presence of martial arts, and actually properly checking block rather than notionally checking block. There is also more opportunity to protect yourself from tackle outcomes, both positive and negative. It also should be a little fairer to be on the receiving end of tackles if you have taken the time to layer up defenses against it. Attackers often overwhelmed defenders due to numbers favoring attackers more than defenders. Closes some really outdated design that was resulting in some really bizarre behaviour with regards to layered defenses against attack not having the same meaning against tackles, if only because it was looking for the wrong things and not even the correct parts of what it was looking for. Namely, blocking and shielding. The inclusion of more gripper gloves and a good outcome from using them will hopefully incentivize people to consider tacking as a useful tool, if a bit risky still due to the splat mechanics. ## Changelog 🆑 balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his midnight infomercials shilling his extremely expensive Tackle Supreme Judo Karate Training video tapes. Unable to pass up a 'bargain', Nanotrasen has purchased these tapes en masse. Tackling techniques have started to improve, as well as Nanotrasen's tackling instructional algorithms within tackle gloves. balance: The outcomes for tackling are more equalized. It isn't as feast or famine, and should be somewhat more controllable without becoming too severe. add: Blocking successfully against a tackle will force the tackle to be a neutral outcome. add: Unarmed effectiveness from arms now contributes to attacking with and defending from tackles. add: Those who refuse to use firearms (like Sleeping Carp users and insane unholy berzerkers) are better at tackling others. add: Riot specialized armor, and not just riot armor, now contributes meaningfully to tackling effectiveness. balance: MK.1 Swat Suits, the ones that come in SWAT crates, now functions similarly to riot armor. add: Settlers from the outer rims have noticed they aren't very good at protecting themselves against Judo Joe's clearly discriminatory tackling techniques. add: Security lockers come with gripper gloves, security vendors now sell them as standard items, and the HoS' garment bag now has a pair of gorilla gloves. Gripper gloves have a positive skill bonus to tackling. add: Being insane also makes you INSANELY good at tackling but also INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH. refactor: Shoving slowdown and all its implementations now use a status effect, Staggered. /🆑 |
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6bb2175fa5 |
[BOUNTY] Re-adds Contractors (#79737)
## About The Pull Request Adds Contractors back to the game as a kit that Infiltrators (Only midround/latejoin Traitors, not roundstart) can buy. Buying this will give you access to the new Contractor items in the uplink (which replaces the Contractor shop). I've also refactored things about contractor and how it's handled, such as removed its sleep calls, swapping its UI to tsx, making it actually functional within more modern TG code and the reworked Traitors as a whole, among other things. I also fixed the contractor guide paper (the text was broken) and made contractor kit boxes no longer empty. Contractor items only appear once the contractor kit is purchased, but they can't be bought until you make an account. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/c6aed4e8-bbd4-4ba0-b6a2-9f58fd308d09 Regular Traitors can't access it  The Contractor UI (Modified to not have a shop anymore) - Ignore the Invalid Targets, those appear when there's no possible targets  Roundend report  ## Why It's Good For The Game Contractor was a fun way of playing Traitor that isn't relying on RNG objectives to pop up, this is instead constant stream of content for the contractor that encourages non-lethal play, and is now a viable alternative now that Infiltrators don't have Reputation anymore. Link to bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35160 Relevant image from bounty  ## Changelog 🆑 add: Infiltrators (Latejoin/Midround traitors) can now buy and use Contract kits again. del: Contractor baton can now only be purchased once. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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a5fabd8819 |
Changes to the lore of Knock (#79542)
## About The Pull Request This PR renames Knock to Lock, and changes most of the knowledge gain lore. ## Why It's Good For The Game The Knock Lore, is based on the Knock Principle from Cultist Simulator, with the path description being copied from the wiki. Many other keywords and concepts are fully lifted from that game (Locksmith's Secret, Mother Of Ants, etc). In my vision, if a heretic path has to be based on a principle from cultist simulator, it should have its own spin, and also, the knowledge gain texts should tell a story. For example, Ash tells the story of a watchman burning down their city after being betrayed, and Cosmic is a love story between a knowledge seeker and a monster from the beyond. So I have decided to reflavour Knock. I have changed the name to Lock, so at least it would feel similar, just like how Blade is akin to Edge. Many powers also block people or confuse their paths instead of opening new ways, and thus, I feel a path whose name implies that it *both* opens and closes would be more self describing. I have changed most of its lore to be about the Locked Labyrinth, where knowledge seekers willingly trap themselves and submit themselves to servitude to find ultimate freedom by progressing through its trials. These are the Stewards, who are basically workers in an infinite and malicious hotel in their dreams. Consider them assistants if you will (this wasn't my intention when I wrote the lore, but thinking about it in retrospect, it honestly fits). In the implied story, the heretic joins their ranks, but keeps getting closer to the more corrupt members, along with parasitic spirits. Ultimately, they manage to open the Labyrinth's core, letting out the Stewards, allowing them to manifest in the forms of heretic summon creatures. The side path spells and the lock knowledge ritual I have not touched, they were fine. Some items have been renamed and repathed. I have kept the distinctive sound effect for using the Grasp, as its unique enough. Though if someone did have a nice sound effect for turning a lock and added some filters, I would add it. **DB Issue** I have renamed the achievement's define to MEDAL_LOCK_ASCENSION but kept the value as "Knock", as I don't know how trigger a change in the DB. If this is a blocking change, I'll try to figure out how to make a migration file. **Future improvements** I would also come back later with another PR, that hands out names to the eldritch beings spawned by the portal, based on the Stewards in the knowledge gain lore that I added, along with some new ones that fit the theme, and some jokey ones like Minotaur. ## Changelog 🆑 spellcheck: Renamed Knock to Locks, and changed most of the flavor text of knowledge gain, and renamed some items and knowledges from the path. /🆑 |
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5b9f86ddce |
Bandolier quality of life and minor buff (#79518)
Gives the bandolier the ability to quick gather, adds .357 ammo to the items it can carry and increases the capacity from 18 to 24 The bandolier feels a bit underwhelming to use with how it currently is, Giving it quick gather and a higher carry capacity will make it worth the belt slot, Also carrying .357 on it for a revolver is cool. |
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ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## 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. --> 🆑 add: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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. --> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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bec3e82b11 |
Fix nuclear operative induction implants (#79554)
## About The Pull Request Fixes #79547 #78597 broke induction implants by replacing the "has antag datum" check with a "does not have a fake antag datum" check which passes on a null case. I added an `isnull()` check to cover this. The introduced `antag_flags` var was by default set to `FLAG_FAKE_ANTAG`, presumably in error as the only antag datums to override this are ERT and Valentines and they just set it to `FLAG_FAKE_ANTAG` anyways. This also means the induction implants ONLY worked on non-antags and anybody with any antag datum would fail the implant. I changed the default to `NONE`. This may have some knock-on effects as `is_special_character()` was returning `FALSE` with any antag datum (unless allow_fake_antags was passed) but no special role which this also fixes. ## Why It's Good For The Game Non-antags can no longer self-antag their way onto a nuclear operative team and antags can now antag their way onto a nuclear operative team. ## Changelog 🆑 fix: Nuclear operative induction implants now work correctly on antagonists and fail on non-antagonists /🆑 |
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3e74d1ee8e |
Gives the Revolvers on the Nuke Ops uplink Syndicate Firing Pins (#79327)
## About The Pull Request gives revolvers on the nukie uplink syndie firing pins ## Why It's Good For The Game Every other firearm on the nukie uplink has a syndie firing pin. ## Changelog 🆑 fix: The Syndicate Revolver now has a Syndicate Firing Pin on the Nuke Ops uplink. /🆑 |
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d1ad9b6658 |
Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone (#79232)
## About The Pull Request Brings the CQC kit back down to the same price range of 14 TC (it's 1 more than before weapon kits). It feels like currently that CQC is overpriced, even with the stealth box coming along with it, and by comparison the energy sword and shield got a huge value increase by combining the two. They're both melee styles and also equally difficult play styles. It isn't really necessary to make one more expensive than the other. Also now comes with syndicate smokes. It's a whatever change, ops get these for free on the base. Adds a core gear kit in the weapon category. This kit comes with a doormag, a freedom implant, stimpack and c-4 charge. All of these are items almost every nukie buys if they want to succeed, so let's inform newer players by putting it RIGHT on top of the list. This isn't at any discount, this is mostly to help inform players what items help make you successful. Hat stabilizers are now a part of every syndicate modsuit for FREE. It comes built in, can't be removed, and has no complexity cost. Now everyone can wear their wacky hats as they operate. ## Why It's Good For The Game CQC felt like it got shafted waaay too hard with the weapon case changes. Definitely don't believe that it is punching at the same weight as many of the other high cost weapons. So we've dropped it down a category. 14 TC is still a large upfront cost, even if it comes bundled with a lot of goods. Melbert gave me the idea of a core bundle kit to help newer players and I was really taken with that. So I added it as part of this followup. I want people to wear their hats goddamnit, and I didn't learn my mistake with the tool parcels. So now everyone has hat stands on their suits. WEAR THE SOMBRERO YOU **FUCK**. ### THIS IS NOW A THREAT. ## Changelog 🆑 balance: Operatives can once again read about the basics of CQC at a reasonable price of 14 TC. qol: All Syndicate MODsuits come with the potent ability to wear hats on their helmets FOR FREE. No longer does any operative need be shamed by their bald helmet's unhatted state when they spot the captain, in their MODsuit, wearing a hat on their helmet. The embarrassment has resulted in more than a few operatives prematurely detonating their implants! BUT NO LONGER! FASHION IS YOURS! qol: There is now a Core Gear Box, containing a few essential pieces of gear for success as an operative. This is right at the top of the uplink, you can't miss it! Great for those operatives just starting out, or operatives who need all their baseline equipment NOW. /🆑 |
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764b998b1d |
Adds a Syndicate Monkey Agent beacon uplink item (#79012)
## About The Pull Request Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper monkey that must follow your orders. Added a monkey gun case to the uplink, which contains monkey guns! Though they aren't very powerful. Added a more modularlike subtype for antagonist spawners to reduce future hardcoding. Gave the syndicate turtleneck a monkey sprite, from SS14! ## Why It's Good For The Game I want to see the clown driving security insane with 2-3 monkeys and an incredible amount of pranking. Or an assistant killing everyone with his monkey friends while wearing a monkey suit. Or a geneticist sending out mutated monkeys to kill people. Or a scientist equipping his monkeys with bombs or xenobiology equipment and sending them out to wreak havoc. 6 TC is only enough for two monkeys, but you can get a third if you finish any kind of objective. > Added a monkey gun case to the uplink, which contains monkey guns! Though they aren't very powerful. We can't have the monkey mafia without guns, come on. The guns are weak and only usable by monkeys. Additionally, they're restricted to entertainment only. Credit to SS14 for the monky turtleneck sprite. ## Changelog 🆑 add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper monkey that must follow your orders. add: Added a monkey gun case to the uplink, which contains monkey guns! Though they aren't very powerful. refactor: Added a more modularlike subtype for antagonist spawners to reduce future hardcoding. sprite: Gave the syndicate turtleneck a monkey sprite, from SS14! /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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1ac0364d79 |
Skeleton Keys now fit in the Explorer's Webbing (#79120)
## About The Pull Request /obj/item/skeleton_key is now in the mining belt's holdable list ## Why It's Good For The Game Fixes #79099. I assume this was a bug since plenty of other small-sized mining purchasables can fit in the belt. ## Changelog 🆑 Treach fix: Skeleton Keys now fit in the Explorer's Webbing. /🆑 |
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9a129de703 |
Export scanner no longer shows shipping manifest value + manifest error changes (#78923)
## About The Pull Request Adds a variable to exports called `scannable`. If you are trying to scan it and its set to false, then it won't show the value. When the actual sale is done, the value will still be added/subtracted. I also reorganized the message the scanner sends because I didn't want to put multiple inline if statements. Lastly, made it so that locked crates and private order lockboxes can't get the shipping manifest contents error by adding a new trait `TRAIT_NO_MANIFEST_CONTENTS_ERROR`. For departmental orders, I just entirely disabled the manifests having errors by setting it to `MANIFEST_CAN_FAIL` to false. This PR conflicts with #78911, sorry but that PR was what reminded me to fix this bug. ## Why It's Good For The Game Some may call it tedium but having to read paperwork is part of the cargo experience. Since it is harder to determine the crates value, there has been a few balance changes. The penalty for incorrect manifest is half the crates price or 500 credits, whichever is less.  Let me know if you have any suggestions for how the message is worded, it might be too long. Locked crates and private orders can no longer get the shipping manifest contents error because it is basically impossible to get someone to tell you all the contents of their purchase. It's only a 5% chance of being wrong and if they're not in cargo they probably don't care about the cargo budget. ## Changelog 🆑 balance: Export scanner no longer shows value of shipping manifests, now you actually have to read them. balance: Shipping manifest penalty is now only half crate cost as well as capped to 500 credits. balance: Shipping manifests for private orders or locked crates can no longer have the incorrect contents error. Shipping manifests for departmental orders can n longer have any error. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cd030b0690 |
Adds 'Bloody Spreader' component that bloodies everything it touches (#78743)
## About The Pull Request Adds 'Bloody Spreader' component that bloodies everything it touches! For example inserting an item into it if it is a storage item. Or entering it if it's a turf, or bumping onto it, or... you get the point, hopefully. Added this component to the MEAT backpack, meat slabs, bouncy castles, meateor fluff, meateor heart, and the heretic sanguine blade. Gave most of these the blood walk component as well, which spreads blood if it's dragged around. Meat slabs contain a limited amount of both components, eventually they will 'dry out'. ## Why It's Good For The Game Meat isn't meaty and squelchy enough, this will make it meatier. It also makes the janitor suffer. ## Changelog 🆑 code: Adds 'Bloody Spreader' component that bloodies everything it touches! code: For example inserting an item into it if it is a storage item. Or entering it if it's a turf, or bumping onto it, or... you get the point, hopefully. add: Added this component to the MEAT backpack, meat slabs, bouncy castles, meateor fluff, meateor heart, and the heretic sanguine blade. add: Gave most of these the blood walk component as well, which spreads blood if it's dragged around. add: Meat slabs contain a limited amount of both components, eventually they will 'dry out'. code: Added a signal for when an item is entered into storage. /🆑 |
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cf5c1fa08c | Basic Space Dragon (#78979) | ||
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62edfdf85b |
Adds a cowboy bundle to the nuclear ops uplink (#78874)
## About The Pull Request Tin The bundle includes revolver, holster, armored cowboy outfit, horse, apples to tame said horse, and a complimentary lighter. It costs 18tc, so it's a little more expensive than getting the revolver & holster on their own, but you also get a horse so it's worth it. ## Why It's Good For The Game This was intended as a lone-ops bundle so we can finally have some lone rangers but I think having a crew of cowboy outlaws doing a "train heist" for a nuke is really funny. ## Changelog 🆑 Wallem add: Nuclear Operatives now have ready access to ancient cowboy technology in the form of the Outlaw Bundle. Now you too can roll into town on your horse. /🆑 |
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26f871cb04 |
allows janitor keys to be stored in janitor wintercoats and janibets (#78724)
## About The Pull Request the janitor access key could not be stored on their belt, or their wintercoat slot, which felt off to me. so i added it to both of them, and added the janicart key to the coat slot as well. i figure if one can fit, the other probably can too. ## Why It's Good For The Game convenient, less cumbersome storage for items that you want to keep both close to your person, and accessible for easy use. ## Changelog 🆑 qol: allows janitor keys to be stored in janitor wintercoats and janibets /🆑 |
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0b8f4dc9ce |
adds boxes of bandages, and bandages to go in them (#78406)
## About The Pull Request have you ever walked into medbay, picked up a suture, and asked yourself "how do i know how to stitch myself up?" do you long for the simplicity of a bandage that can be popped on, no thought required? well, look no further! now introducing, the DeForest First Aid Bandage!  each box of bandages holds five each, which are all one time use items. using one heals up to 25 brute damage from a single part of the body. boxes of bandages will drain much faster than sutures, and are much less precise for healing specific increments of damage, but heal more in exchange. they are also worse at stopping blood loss, but not completely useless for it. they can be found in a handful of places: (some) high value medkits in paramedic's pockets some medbay lobbies some cargo holds all sec infirmaries in goodies on the cargo console maint loot and nanomeds! i considered making these replace brute kits, but those are used in a lot of old references, so it felt a bit passe. so i made a new item that is a bit more balanced, so they can be mapped in and added to vendors without much worry. ## Why It's Good For The Game cute item, heals the people who wouldn't really be going into medbay anyways, and is fairly flavorful. if it's a bit too strong as is i can tweak the number, but the goal is to not be powerful enough to outshine sutures, while still offering somewhat effective healing for rough housing assistants and antags ## Changelog 🆑 add: adds boxes of bandages, a quick healing item /🆑 |
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ebf76d7195 |
Holster upgrade, badassery for everyone (#78642)
## About The Pull Request Holsters now can be attached to _almost_ any clothing in the suit slot (jackets, hazard vests, etc.) Holsters now can hold Captain Antique gun and HoS gun (they are designed to look like handguns, are normal-sized and can be fitted in the backpack which is more convenient than a holster) SecTech now has 4 energy holsters (which can only house medium-sized energy/laser weaponry) in the premium section. ## Why It's Good For The Game Holsters being possible to attach to the suits makes them more convenient to use for those who have their belt slot occupied and don't have armour while still wanting to have a badass holster. It won't be a storage abuse as it is still more convenient and stealthy to keep guns in the backpack (holsters can only hold normal-sized guns). Captain Antique gun and HoS gun were the only normal-sized guns which were left over from the holsters. Now Captains and HoSs can spin their cool guns in their hands. SecTech having holsters (can only house 1 gun) let Security more easier access to more badass gear if they really want to. It won't change a lot as they would've kept their gun on the armour anyway (which holster can be clipped on). ## Changelog 🆑 DrDiasyl aka DrTuxedo balance: Holsters can now be clipped to any suit, and house Captain antique gun and HoS gun. You now can buy holsters from the SecTech premium section. /🆑 |
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d86550773b |
Valentines and ERTs will no longer get mood boosts from traitor moodener items (#78597)
## About The Pull Request Valentines and ERTs will no longer get mood boosts from traitor moodener items Closes #73432 ## Why It's Good For The Game bugge ## Changelog 🆑 fix: Valentines and ERTs will no longer get mood boosts from traitor moodener items /🆑 |
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8d57758420 |
Converts slapcrafting into a component (#78450)
## About The Pull Request Converts slapcrafting into a component! The component is added on to an ingredient (presumably the main ingredient) with a list of recipes attached. If you interact an ingredient (if no ignredients, a tool) with it, you will start crafting the recipe. If there's multiple, pick between them with a radial menu. Opening on draft as there's just a liiiiil bit left to do. The actual wired rod was left for last. ## Why It's Good For The Game Slapcrafting is simply better and more accessible and less laggy than menu crafting. By making it a component we can attach it to things in which it'd make sense to while stopping unintended weirdness that might arise from this being global. Additionally the way examine lets you see crafting recipes opens up visibility for those, which allows new players to learn about them in a intuitive manner. ## Changelog 🆑 refactor: Turned slapcrafting into a component! You can examine compatible items to see what recipes they can be used in, and what the ingredients for them are. For example, spears and the head-on-spear crafting recipe. /🆑 |
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af0e29f3bb |
adds a surgery tray to surgery supplies medical order, removes surgery duffelbags entirely (#78514)
## About The Pull Request the surgery supplies order from the medical order console still included a surgical duffel, so i axed it, and replaced it with a surgery tray. also axes the surgical duffel from the code, as it's no longer necessary to have. as well as it's prefilled morgue variant syndicate surgery duffelbags still work and are untouched. for flavor reasons ## Why It's Good For The Game the original switch to surgery trays was done via update paths, so there really should not be any more of these duffels laying around in code, primed to confuse mappers. this brings a bit more consistency to medical orders, and removes that source of potential confusion. ## Changelog 🆑 del: removes surgical duffelbags fix: the surgery supply order now comes with a surgery tray /🆑 |
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83fb93e275 |
The Medal Epilogue: Engineering (And Medical) Now Gets Them Too (#78461)
## About The Pull Request **Credits to @CoiledLamb for the awesome sprites in this PR!** CE 🤝 CMO Finally, the last department to receive their own medal box, the engineering department. The saga is complete, we can go home now. Adds two types of medals: 1. For assisting the station in a crisis, the "emergency services award" 2. For showing your atmospheric prowess with a project, the "atmospheric mastery award" To me, those two awards symbolize the best engineering (and medical) has to offer. On the one hand, assisting the station and its crew in a calamity, and on the other hand just absolutely flexing your atmos knowledge on your boss. CEs now have a lockbox in their locker with 3 emergency service medals and 1 atmospheric mastery medal, and CMOs get 3 emergency services medals in their lockbox. 3 emergency service medals may seem like a lot, but remember that assisting the station is often done in a team and not alone. An engineering/medical department who can work together in a crisis really demonstrates how robust they are. As for the atmos mastery medal, well... ### THERE CAN ONLY BE ONE ! <details> <summary>Pictures</summary>  Upper row: emergency services award, engineering Middle row: atmospheric mastery award Lower row: emergency services award, medical    Sprites without funky byond scaling   </details> ## Why It's Good For The Game medals are cute and awesome, i think you can agree ## Changelog 🆑 distributivgesetz, CoiledLamb add: Added two new awards specifically for engineering and medical: The "Emergency Services Award" and the "Atmospheric Mastery Award". CEs get 3 Emergency Services Awards and 1 Atmospheric Mastery Award and CMOs get 3 Emergency Services Awards. /🆑 |
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4b73b37d60 |
Heretic Knock Path (#78108)
## About The Pull Request other changes: GODMODEd mobs cannot receive embeds or bleed, admins can now use the traitor panel to give heretics a focus adds a new heretic path, the path of knock its a path about opening shit and having access wound opening included, and stealing this is its award icon  its knowledge is as follows: ### A Locksmith’s Secret starting knowledge, unlocks the key blade which also works as a crowbar https://github.com/tgstation/tgstation/assets/70376633/3690232d-5687-4b0c-a9cc-b6374e7f1850 ### Grasp of Knock it literally just opens stuff (also makes a knocking sound) unbolts bolted airlocks and opens them, opens locked closets, opens mechas, logs you into consoles (comms consoles are with barebones head-level access, no buying shuttle, but hey you can shitpost over comms) Sidepaths: Ashen Eyes, Codex Cicatrix https://github.com/tgstation/tgstation/assets/70376633/8b890d69-ee03-4d12-99dd-dde7b4483cd4 ### Key Keepers Burden transmute a rod,wallet, and some id card to create an eldritch id card (very original naming), the ID card used is not preserved this ID card functions essentially as a superior agent card, using other IDs on it makes it be consumed by the eldritch ID and have its accesses and forms added into it, you can use it inhand to turn it into any of the cards that were consumed in addition you can hit two airlocks with it to link them together to create portals under the doors, which has a green glow going through the portal as a Heretic gets you to the other destination going through as a nonheretic lands you in a random onstation airlock, SM chamber included if youre unlucky 1 id card can only have 1 set of portals, making another destroys the former set, one of the airlocks being destroyed also destroys them https://github.com/tgstation/tgstation/assets/70376633/e96a518e-b35d-44aa-9a7c-8f2103feab6f ### Rite Of Passage transmute a white crayon, a multitool, and a plank to create consecrated lintel heretics can use this cool looking book to create a 8 second shield that knocks back any nonheretic that tries to pass also its ranged https://github.com/tgstation/tgstation/assets/70376633/036e0875-c422-433e-87b3-71328cb2bf8a ### Mark Of Knock the mansus grasp will now mark its victim for like 10 seconds marked victims are denied access by all objects, public airlocks included https://github.com/tgstation/tgstation/assets/70376633/6187ef36-30f4-4a92-af21-e5b288afb869 ### Burglars Finesse steal a random item from the victims backpack (or other storage item if they dont have a backpack) and puts it into your hand the victim will probably hear you and also gets a chat message about this https://github.com/tgstation/tgstation/assets/70376633/2529fa78-616d-4a46-ae18-3cb22efb1ab1 ### Ritual of knowledge this is nothing new i put this here to keep it in order ### Apetra Vulnera (sidepath with flesh) the victim receives bleed wounds on every single bodypart that has more than 15 brute if they dont have a bodypart that has >= 15 brute they get a random wound anyway so side paths are: blood siphon and void cloak https://github.com/tgstation/tgstation/assets/70376633/3c2cd21e-edbc-4956-8c2d-cd9a42b87f33 ### Wave of Desperation (sidepath with flesh) cannot be casted uncuffed with no bola, can be casted cuffed with no bola, with a bola and no cuffs adjacent mobs are knocked down, mobs are repulsed away, your cuffs and bola are destroyed, and you gain a status effect that: after 12 seconds makes you unconscious for 20 seconds 5 min cooldown https://github.com/tgstation/tgstation/assets/70376633/da480921-d5dd-4b46-b2e8-0cf543640bf9 ### Opening Blade your blade has a 35% chance to cause a weeping avulsion on hit https://github.com/tgstation/tgstation/assets/70376633/b6fd2837-6b0a-4a5a-bc7b-b9c3f7f715d1 ### Caretakers Last Refuge you can only cast this when not near sentient living beings while in refuge you are invincible and near transparent, cannot use your hands or spells also immune to damage slowdown, being hit with a null rod cancels this also if you lose your focus you get out of refuge https://github.com/tgstation/tgstation/assets/70376633/f053cfd8-2a16-4195-8004-17df077983ca https://github.com/tgstation/tgstation/assets/70376633/72330486-5273-4123-a108-b437b56120c4 ### Many secrets behind the Spider Door (Ascension) ritual needs 3 bodies without organs in their chest when successfully performed you ascend and; open a tear in reality (not the BoH one) which; Polls all ghosts with sentient mob enabled to spawn and siege the station, ghosts can interact with the portal to spawn as a random eldritch mob spawned mobs are loyal to whoever ascended and on examine can identify their master also fills the entire room with purple light also the heretics opening blade is upgraded to a 65% chance, and they gain Ascended Shapeshift which allows them to shapeshift into eldritch mobs, and its not 1 choice only https://github.com/tgstation/tgstation/assets/70376633/8d06286e-789d-442f-b33c-878d26deab07 ## Why It's Good For The Game its cool i think and an option for those wanting to steal and be sneaky and stuff ## Changelog 🆑 add: heretic knock path and its respective items and award /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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a77ac3e4f1 |
Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)
## About The Pull Request Adds a new component, called wall_mounted, which applies on the wallframe objects on construction, as well as a number of wall frame objects and structures to cover mapped in, roundstart objects of the like. I might have forgotten a few, but this covers the vast majority that players will run into in a given round. This will cover wall destruction, turf explosion, the whole nine yards, and call that object/structure/machine's deconstruct proc. We have some special handling for intercoms as well since they're apparently items. So most basic case is this: You have a wall. that wall holds a sign. If you examine the wall, it tells you that the wall is currently supporting the **Example Sign**. It tells you that if the wall is damaged or destroyed, the sign will **fall off the wall.** So, if you were to welder, bomb, or hulk your way through that wall, it would call the deconstruct() proc on that sign, and fall off the wall, leaving an item sign at the foot of the wall. ## To-Do - [x] Stop breaking all wallmounts when operating shuttles (Signal conflict with COMSIG_TURF_CHANGED 😔) - [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount falling is sane for the intended object - [x] Clean up the contents of the wall_mounted component to reduce copy-paste on object init. - [x] Add it to more stuff that may just not have a directional helper? - [x] ~~Change how APC construction is handled to make it easier!~~ - [x] ~~Don't accidently nerf malf AI into the ground I guess~~ ## Why It's Good For The Game Closes #22283. Helps close more of #47526. Closes #54983. Closes https://github.com/wall-nerds/wallening/issues/90. All of these objects are "wall mounts". It stands to reason that they're mounted to the walls they appear to be attached to. This attempts to rectify them by giving them a turf link to the turf they're mounted to, and then upon changes to that turf, dropping or breaking that object. It'll need a little more polish to get to 100%, since I can see a few more issues to iron out first, but I'm dropping this here for now to get some feedback and put some fire under me to get this completed. ## Changelog 🆑 add: Wall mounted objects (Things like APCs, Air Alarms, Light switches, Signs, Posters, Newscasters, you name it) will now fall to the ground and break or deconstruct when their attaching wall is changed or broken. /🆑 |
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feb4505f4c |
climbing hooks for multiz planetary maps (#78340)
## About The Pull Request https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f allows you to climb up holes by clicking on tiles above the hole youre on examining the rope shows you your current binds for looking up emergency variant can be found in internals boxes on planetary maps that have multiz levels (2 uses) a better one can be bought from cargo for 250 credits (5 uses) syndies can buy a much much better one for 1TC or can be found in the nukie base personal lockers (10 uses) ## Why It's Good For The Game being fucked because you fell down a 1 tile hole in the dark and now youre in a 1x1 box of snow on the middle of nowhere sucks or falling down a hole and bam 30 watchers or falling down a hole and now youre completely lost and might have to weld your way into the station if youre lucky ## Changelog 🆑 add: climbing hooks that allow you to go up holes for multiz, found in internals boxes (on planetary maps), the uplink, cargo and nukie personal lockers /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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69f51c6c65 |
Fixes typo 'transfered', olive oil reaction repath (#78064)
## About The Pull Request Transferred. ## Why It's Good For The Game How did this get to be in 71 files?! This bothers me. Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to match its rename post-foodening. ## Changelog N/A |