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271 Commits
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- 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
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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2429a2821a |
[MIRROR] Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#27296)
Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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42f6f57dc0 |
[MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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ffa5c01b30 |
[MIRROR] Adds three brain traumas (feat. returning to monkey) (#26981)
* Adds colorblindness as a mild brain trauma (#76527) ## About The Pull Request What the title says. The brain trauma makes the whole screen monochrome until cured.  ## Why It's Good For The Game I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). ## Changelog 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds three brain traumas (feat. returning to monkey) (#82129) ## About The Pull Request - Adds "Primal Instincts" brain trama. - Special trauma - Randomly, your body will be taken over by monkey AI. - You will still be in control of the body, but you will have to fight against the monkey ai for actions. - There is a probability the monkey AI that takes control is aggressive, meaning it will attack anyone nearby. - While primal, you can understand monkey language. - Adds "Kleptomania" brain trauma - Severe trauma - When you have empty hands, you will passively try to pick up things near you. - There is no feedback message associated, so you may not even notice you did this. - This effect is temporarily disabled if you have taken damage recently. - Adds "Possessive" brain trauma - Mild trauma - Randomly, your held items will become undroppable for a short to medium length of time. ## Why It's Good For The Game I was looking through AI stuff recently and remembered we support allowing AI controllers to work in cliented mobs, but we don't use it anywhere (outside of adminbus) So I wanted to add a brain trauma themed around that. Simple enough. But I didn't want to PR just a single trauma, that's boring so I thought of some additional ones. Just to spice up the other two trauma pools. I especially wanted to add some traumas that interact with inventory and items, because while a lot of our traumas involving how a person interacts with the world, not many involve how a person interacts with themself. ## Changelog 🆑 Melbert add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe), and Possessive (mild) /🆑 * lewd * Is this it? * Hmmm * Oh, this was unnecessary. --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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b1df8c9cc2 |
[MIRROR] Let's you talk through action figures, plushies, and toy mechs with .l and .r. Also a big clean up of say because its support for non-mobs was lackluster. (#26790)
* Let's you talk through action figures, plushies, and toy mechs with `.l` and `.r`. Also a big clean up of `say` because its support for non-mobs was lackluster. * Update code/game/objects/items/plushes.dm * a --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement * a * Update effects.dmi * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44. --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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8196e26aff |
[MIRROR] NEW TRAIT ROLE: Veteran Advisor (#26667)
* NEW TRAIT ROLE: Veteran Advisor * Oh, right --------- Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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3b134f2e85 |
Missingmirrors (#26743)
* [NO GBP] Extremely tiny stupid nitpick changes to the smoking room ruin (#81767) ## About The Pull Request Ok so this just does some really really tiny changes to the smoking room of the smoking room ruin. I added this way back during march mapness and have always wanted to touch up this last area. These are basically just touch-ups that are two years too late because they felt so insignificant and small that making an entire PR to change them felt excessive. I still feel that way but I'm also a perfectionist and this would linger in my head until the day I die. Anyways, there should be slightly less awkwardly placed spawners, decals blocked from view. You also have to walk past the smoky remains to reach the second special lighter, instead of the first. That's it, that's everything. You don't even get screenshots here. Sorry. ## Why It's Good For The Game I have an obsession with revisiting and completing old, unfinished work. ## Changelog 🆑 Rhials fix: Some tiny tiny changes to the smoking room ruin to make it a little less ugly. /🆑 * Tram tile/bench fixes (#81798) ## About The Pull Request - Tram benches can be rebuilt after deconstruction - Tram tiles build the correct amount inhand - Tram tiles available in the engineering protolathe with other items - Tram tiles create the right stack type when pulled up - Tram tiles have inhand/obj icons for both types ## Changelog 🆑 LT3 fix: Tram floor tiles constructed inhand provides 4 instead of 1 fix: Tram floor tiles provide correct stack item when pulled up image: Tram floor tiles have their own inhand icons qol: Tram floor tiles available in the engineering protolathe fix: You can reconstruct deconstructed tram benches /🆑 * Tram icon cleanup (#81797) ## About The Pull Request - Deletes an unused tram_wall.dmi - Renames tram frame to tram girder - Tram girder looks like girder, not lattice  ## Why It's Good For The Game More straightforward for players. Since it acts like a girder, it should look like a girder not a lattice. ## Changelog 🆑 LT3 image: Tram frame is now tram girder, because it acts like one /🆑 * Autotucking On Map Load (#81782) ## About The Pull Request Doesn't really do much currently but without it wallening beds look fuckin DUMB Plus I think this better matches what is intended ## Why It's Good For The Game  --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * Makes Ethereal Charging Loop Just About Everywhere (#81775) ## About The Pull Request Basically, For APCs.  For recharging APCs.  For recharging from cells. The Ethereal offscreen was blue, you'll just have to trust me that this was a color-coded PR.  ## Why It's Good For The Game It's kind of CBT as-is right now to have to click this stuff over and over, especially when light tubes have it that much more convenient than everything else. I figure some while loops would make the situation better for them. ## Changelog 🆑 qol: Ethereal charging now loops when they're charging (from) APCs or from power cells! /🆑 * Lots of description changes and grammar fixes for heretics (#81761) ## About The Pull Request Changes a lot of text. Apart from grammar fixes, here are the notable changes: - Ash jaunt description just said it is a "short range jaunt" without explaining what exactly a jaunt is. I believe it is better to describe without comparing to another spell the player may not have experience with. - Cosmic grasp now explains what the deal is with star marks and cosmic fields. It is still possible to crosspath into a star mark spell, skipping this description, but I assume a player like that is experienced enough to know what the star mark does anyway... - The knowledge for ash spirits no longer refers to them as "Ash Men" - "Ash Spirit" is the mob's actual name. If you think "Ash Man" is a better name, I can change it around so that the mob gets renamed that instead. - Removes the lines from paradoxical curio's description about causing brain damage on examination - many heretic items cause adverse effects to heathens who try to interact with them, and there is never a need to clutter the description with them. - Changes the eldritch coin description, because the old one was, in my opinion, awkward. I changed it to be more inline with the other items' descriptions, and to not tell non-heretics what its purpose is. If you liked the old one better, I can revert this change. ## Why It's Good For The Game Grammar good. Accurate descriptions good. ## Changelog 🆑 fix: made some heretic descriptions more accurate spellcheck: improved english of the heretical eldritch patrons /🆑 * Makes Medbay surgery on Metastation a bit more inline with other maps (#81786) ## About The Pull Request Makes it so paramedics can't access the surgery theater in Metastation ## Why It's Good For The Game Paramedics can't access surgery on the other maps, and can't use the front door to the surgery theater, They shouldn't have access to it through maints ## Changelog 🆑 fix: Makes Metastation surgery access more consistent with other maps /🆑 --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com> Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com> Co-authored-by: starrm4nn <139372157+starrm4nn@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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cdca625516 |
[MIRROR] Painkillers now actually induce analgesic effects (#26504)
* Painkillers now actually induce analgesic effects (#81335) This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers (+ tenacity trauma) apply said trait. This prevents various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. Gives more of an incentive to actually use reagents such as morphine or miner's salve. 🆑 add: Painkillers (i.e morphine, miner's salve) now actually induce analgesic effects, preventing various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. add: The tenacity trauma (traumatic neuropathy) also applies analgesic effects. refactor: Simplified code related to reagents adding traits. /🆑 * Oho, fixed. --------- Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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8e7ec57fd2 |
[MIRROR] Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#26328)
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097) - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3f55068ac7 |
CI Fix (#26177)
Removes timeout_mod arg from add_mood_effect (#80964) ## About The Pull Request Partial Revert of https://github.com/tgstation/tgstation/pull/80800 Assuming every num passed in the parameters of `add_mood_effect` is a `timeout_mod` is incorrect, because there can be mood events that take a numeric arg which is not meant to be multiplied against the timeout. This leads to the same issue as multiplying it with strings essentially (in one case, shown below, this results in a negative duration of a timer).   Plus having a keyword arg that may or may not actually be what the keyword arg claims to be is really confusing and bad. Instead here's what I propose: passing in an instantiated mood datum itself, which has been modified, and copying the timeout from it before discarding it. It is not as clean as I'd prefer either, but at least it's logically sound and the intent is clear, and it's the best I can think of short of a major refactor of the entire system for this one small thing which is only being used by food quality.  ## Why It's Good For The Game Clearer, less smelly code. ## Changelog 🆑 code: removed the timeout_mod arg from add_mood_event, which was only used for one thing and causes more issues than it's worth /🆑 Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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536e1e48cd |
[MIRROR] fixes a bunch of moodlets potentially lasting forever (less band-aidy) [MDB IGNORE] (#26124)
* fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800) ## About The Pull Request In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I noted that a lot of moodlets tended to have their timeouts break because it was passing their names and whatnot as a parameter, that gets fed into the timeout modifier parameter, causing the timeout multiplier to break, because BYOND type-agnosticism means that it can multiply a number (timeout_mod) by text (a name or some other object), resulting in 0 - which makes a moodlet permanent. This is probably not intended. This fixes that in two ways: - Adding a `1` to potentially applicable moodlets (searched for with a regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout doesn't get multiplied out weirdly. - Making the add_mood_event thing CRASH() if the timeout_mod is bad. If someone else wants to come up with a solution better than this, please do. ## Why It's Good For The Game Maybe having your arm permanently fall asleep after getting it reattached sucks, moodlet-wise. (Being stuck with permanent positive/negative moodlets is probably not intended.) ## Changelog 🆑 fix: Moodlets with parameters/effects e.g. limb reattachment moodlets should probably disappear more appropriately. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * fixes a bunch of moodlets potentially lasting forever (less band-aidy) * wew --------- Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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328096d192 |
[MIRROR] Heretic DLC: Path of Moon [MDB IGNORE] (#25938)
* Heretic DLC: Path of Moon (#79536) ## About The Pull Request This pull request adds a new path. The cross path is between ash and lock. Credit to Fury McFlurry for the following sprites: ring_leader_effect The path goes as follows: Moonlight Troupe Grasp of Lunacy Smile of the moon > Sidepaths: Mind Gate Ashen Eyes Mark of Moon Ritual of Knowledge Lunar Parade Moonlight Amulette > Sidepaths: Curse of Paralasys Unfathomable Curio Unsealed Arts Moonlight blade Ringleaders Rise > Sidepaths: Ashen Ritual Last Act Moonlight Troupe: The first knowledge of path of moon, lets you make Lunar Blades with 2 iron and a knife Grasp of Lunacy: The grasp of this path hides your name for 15 seconds after use, but more importantly it causes the person hit with the grasp to hallucinate everyone as indistinct human like figures. Smile of the Moon: A pointed spell that causes temporary blinding, muting, deafening and confusing on the person its targeted at, these effects last longer the less sanity your victim has. https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63 Mindgate: Lock-Moon. This spell causes you and your victim brain damage, the victim also suffers a short amount of hallucinations and also 20 oxyloss. https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9 Mark of Moon: When applied this paths mark pacifies the victim and they remain pacifist until attacked or until the mark is detonated, when detonated the victim is left confused. https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7 Lunar Parade: A spell that sends out a projectile that causes people hit by it to follow the projectile whilst being unable to move. The projectile also bounces around and is really useful to get people off your back during chases. https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b Unfathomable Curio: Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt that can hold blades and items for rituals. Whilst worn will also veil the heretic, allowing them to take 1 hit without suffering damage, this veil will recharge quickly outside of combat. If examined the examiner suffers brain damage and temporary brain damage, and if a non-heretic uses it once the shield is damaged the non-heretic user suffers massive brain damage and a permanent uncurbable brain trauma. Lock-moon Unsealed Arts: Allows you to transmute a canvas and an additional item to create a piece of art, these paintings have different effects depending on the additional item added. Lock-moon Possible paintings: The sister and He Who Wept: Additional atoms: Eyes. When a non-heretic looks at the painting they will begin to hallucinate everyone as heretics. The First Desire: Additional atoms: Any bodypart. Increases the hunger of non-heretics, when examined drops an organ or body part at the painting. Great chaparral over rolling hills: Additional atoms: Any grown food. Spreads kudzu when placed, when examined grants a flower to the heretic. Lady out of gates: Additional atoms: Gloves. Causes non-heretics to scratch themselves until they remove their jumpsuit, when examined removes all your mutations. Climb over the rusted mountain: Additional atoms: Trash. Causes non-heretics to rust the floor they walk on and when examined gives you a cool moodlet These effects are mitigated for a few minutes when a non-heretic suffering an effect examines the painting that caused the effect. Except for great chapparal which spawns kudzu at their feet, and Lady out of gates which gives them a random negative mutation. https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8 https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789 Moonlight Amulette: Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a brain and a tie. If the amulette is used on someone with low sanity they go berserk attacking everyone if their sanity isnt low enough it decreases their mood. Optionally you can add a poppy in the ritual to further decrease their mood on hit. https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387 Moonlight Blade: Causes the heretics blades to do brain and sanity damage whilst causing hallucinations. The blades also cause giggling and laughter on hit. Ringleaders Rise: An AoE spell that deals more brain damage the lower the sanity of the victim, also causes hallucinations that last longer the lower the sanity of the victim. If the victims sanity is low enoughit causes them to go insane, the spell then halves their sanity. This spell is on a longer cooldown and is more meant to be used as a payoff or an instigator for a fight. The AoE area is 7 tiles https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb Last Act: The ascension lowers the cooldown of all the heretics spells by 33% and increases the AoE range of Ringleaders Rise. The main effect of this ascension is a passive sanity drain and hallucination aura, if you have low sanity in the aura you will start to suffer brain damage and if you reach the bottom you gain an aura of hallucinations thus spreading the moon heretics influence further. Not only that but roughly 1/5th of the crew will rise in support of you becoming mini-heretics called acolytes that will attempt to obey your commands! I had videos showing off everything but they were too big for github sadly so I will have to think of some other way to showcase all this stuff. This pr also adds a new optional atoms system which means that you can have rituals that can be improved by adding additional atoms, like for example moonlight amulette. Feel free to give some suggestions for further ascension effects. ## Why It's Good For The Game I feel like heretic is really missing a playstyle around insanity and this slots neatly in to feel that gap. For being an eldritch antag of horrors there is surprisingly little interaction with the sanity system and I feel like this makes up for it, heretic is also missing some distractions which is where the paintings can really shine and the hallucinations which breed paranoia. ## Changelog 🆑 add: A new heretic path opens up! Gaze up at the great sky for the path of the moon opens and the lie shall be slain in pursuit of ultimate truth! fix: Fixes the syndicate delusion not working /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Heretic DLC: Path of Moon --------- Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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922ec66ee7 |
[MIRROR] Better Ghost Selection [MDB IGNORE] (#25789)
* Better Ghost Selection * yes * oldcode updates and compat --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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9a3fb5c5c1 |
[MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV) * Update _megafauna.dm * Update _vehicle.dm * FOV Hotfix: Actually offsets gameplane render relays * removes redundant visual_shadow * removes GAME_PLANE_UPPER references * Update mob_movement.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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b768d7fa00 |
[MIRROR] Obsession targets are logged [MDB IGNORE] (#25678)
* Obsession targets are logged (#80361) ## About The Pull Request Obsession targets are logged ## Why It's Good For The Game Obsession targets are logged ## Changelog 🆑 Tattle admin: obsession targets are logged /🆑 Co-authored-by: tattle <article.disaster@ gmail.com> * Obsession targets are logged --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@ gmail.com> |
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9c60d615fb |
[MIRROR] Blackout drunkard warning adjustment [MDB IGNORE] (#25558)
* Blackout drunkard warning adjustment (#80210) ## About The Pull Request This adjusts the "you have 50 seconds before sobering up!" warning for the blackout-drunkard split personality. Originally, this message would always send when 50 seconds are left, meaning you'd get a "50 seconds left" warning every second, for the last 50 seconds. Now, instead of that, you get a warning starting at the 60 second mark, that updates you every 20 seconds. So basically, you get a warning at 60, 40, and 20 seconds left instead of every second for the last 50 seconds of drunkenness * Blackout drunkard warning adjustment --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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535a6859a7 |
[MIRROR] Fixes the typing indicator [MDB IGNORE] (#25475)
* Fixes the typing indicator (#80153)
## About The Pull Request
It was very specifically broken by [this
commit](
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a22c5fde78 |
[MIRROR] Moves thinking_IC variable to a trait [MDB IGNORE] (#25441)
* Moves `thinking_IC` variable to a trait (#80122) ## About The Pull Request This was another boolean that was used to just manage stuff codeside that really was not accessed _too_ much and is ultimately not useful as a variable on `/mob`. This just moves it to a trait because it's only really used in a few spots for a similar intent+purpose. ## Why It's Good For The Game Less stuff to deal with in the average view variables window whenever looking at a mob, which is really nice and welcome. ## Changelog Doesn't concern players. * Moves `thinking_IC` variable to a trait --------- Co-authored-by: san7890 <the@san7890.com> |
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35cf52a0f9 |
[MIRROR] The Inversenning : Superior Healing Medications [MDB IGNORE] (#25315)
* The Inversenning : Superior Healing Medications (#79342) Introducing new inverse reagents for existing superior healing medications! This push includes... **Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that provides a decent range of benefits for plant life. **Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that promotes the growth of muscle during and after exercise. **Bamethan** : Inverse of Salbutamol. Blood thinner that drastically increases the chance of receiving bleeding wounds. **Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug that purges basic radiation healing chems. Also increases the severity of radiation poisoning. **Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage, and slowly removes minor toxin damage. **Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking mess of mercury by-product which causes bursts of manic hysteria. **Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of all things related to carps. This is an effort to add more variety to the existing inverse reagent system within chemistry. Not only should this variety serve to provide additional options for a Chemist to experiment with, they should also broaden the possibilities for already existing strategies. * The Inversenning : Superior Healing Medications --------- Co-authored-by: MGOOOOOO <97645027+MGOOOOOO@users.noreply.github.com> |
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b557e89855 |
[MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* More standardization for ghost notifications (READY) (#79596) ## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 * More standardization for ghost notifications (READY) * Modular * Update outpost_of_cogs.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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c70114c343 |
[MIRROR] Fix split personality commune being unusable I think [MDB IGNORE] (#24923)
* Fix split personality commune being unusable I think (#79631) ## About The Pull Request Likely fixes #79586 and likely fixes #78081 . Split persons's loc is their parent mob, so they were being disallowed from casting due to not being loc's in a turf. Further testing required ## Changelog 🆑 Melbert fix: Split persons can talk to their host once again /🆑 * Fix split personality commune being unusable I think --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5209631c68 |
[MIRROR] Adds wibbles to certain anomalous entities [MDB IGNORE] (#24851)
* Adds wibbles to certain anomalous entities (#79549) ## About The Pull Request Adds wibble animation to portals, some anomalies, and bluespace rifts. https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16 ## Why It's Good For The Game It looks kinda cool. Helps cement these as anomalous, wacky things that don't necessarily fit in our plane of existence. ## Changelog 🆑 Melbert add: Anomalies, portals, and bluespace rifts will now wibble a bit. /🆑 * Adds wibbles to certain anomalous entities --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4f123428f9 |
[MIRROR] Drunken Blackout cannot be gained randomly. [MDB IGNORE] (#24813)
* Drunken Blackout cannot be gained randomly. (#79526) ## About The Pull Request Fixes #79138. Removes random gain from Alcohol-Induced CNS Impairment, making it only obtainable by actually getting blackout drunk, rather than just bashing your head in with a bat to see what happens. ## Why It's Good For The Game The drunken blackout trauma has a specific flavor tied to the method of gaining it, which is to say, getting drunk off your shits. It doesn't make much sense for it to be gained from other sources of brain damage, since those largely don't involve actually being drunk. This should also fix a bug where the text "**_is blacking out!_**" will randomly appear to observers without any name or anything, which appears to happen when random human corpses have their brains decay enough to randomly receive this trauma while dead. I think there's something to be said for the idea that corpses should not be rolling traumas at all, but that's something for another day. ## Changelog 🆑 fix: You will now only become blackout drunk if you've actually been drinking. fix: Observers should stop being notified that a nameless entity is blacking out. /🆑 * Drunken Blackout cannot be gained randomly. --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> |
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596b2f050e |
[MIRROR] Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls [MDB IGNORE] (#24804)
* Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls * Update supermatter.dm * Modular * More modular * Update cortical_borer_egg.dm --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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84ab3d7a3a |
[MIRROR] Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) [MDB IGNORE] (#24761)
* Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) * Update ooze.dm * Modular audit - no more creating actions in nullspace * Update drone.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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3f54ed0c34 |
[MIRROR] Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma [MDB IGNORE] (#24669)
* Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma (#79295) Adds a clear_mood_event proc to obsessed's on_lose so that the mood event goes away. * Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma --------- Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com> |
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c8cb56309c |
[MIRROR] Blackout qol [MDB IGNORE] (#24541)
* Blackout qol * This should have been a config setting --------- Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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6348fa7cf8 |
[MIRROR] Adds a subtle ghost poll [MDB IGNORE] (#24503)
* Adds a subtle ghost poll (#79105) ## About The Pull Request This makes a new ghost poll system which doesn't give TGUI popups - instead, users are prompted to follow the POI and one of the orbiters is chosen. The old system remains in place, so you can still prompt if you want to. This gives two things: 1. A deadchat notification:  2. A screen alert:  ## Why It's Good For The Game As stated in #76507, popups are pretty annoying. This is halfway between a screen alert with no time limit and an event with more important pings. This is better because: 1. Less popup fatigue 2. You can SEE how many you're competing with 4. DRY ## Changelog 🆑 add: Adds a subtle ghost poll. This pings in dead chat and gives a screen alert, but no TGUI popup. Orbit the point of interest to be selected for the role. refactor: A number of ghost spawns now feature this alert. Write an issue report if anything breaks. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Adds a subtle ghost poll --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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4485e219d9 |
[MIRROR] Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes [MDB IGNORE] (#24439)
* Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes (#78982) ## About The Pull Request This adds two new notify_ghosts popups, for Blackout Drunkeness and Nar'Sie Rune Inscription. ## Why It's Good For The Game Nar'Sie rune inscription already has a big announcement, but no orbit prompt. It's an important enough event to warrant having one. The blackout drunkenness period is something that deserves to have an audience. ## Changelog 🆑 Rhials qol: Ghosts will now be prompted to orbit when someone loses control due to being blackout drunk. qol: Ghosts will now be prompted to orbit when a cultist begins inscribing a Nar'Sie rune. /🆑 * Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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dff57af34a |
[MIRROR] Add blackout drunk [MDB IGNORE] (#24084)
* Add blackout drunk (#78394) ## About The Pull Request You drink too much you lose your memory, but we cant really do that so instead a ghost will take control of your body temporary. The drunk character will then be given objective to do wild, wacky and otherwise unusual stuff until the original returns to backtrack what transpired. The blackout character will not be able to kill or hurt the body. Oh and the duration is about 10 minutes ## Why It's Good For The Game  ## Changelog 🆑 add: Added blackout, happens when you drink...ALOT /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> * Add blackout drunk * No blackout drunk lol * Fixes the commenting out --------- Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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06691fc603 |
[MIRROR] Converts vomit() to use bitflags [MDB IGNORE] (#23642)
* Converts `vomit()` to use bitflags * Update turf.dm * Modular * Modular fix * Update _hemophage_defines.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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f8c5601160 |
[MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars * Update mob_movement.dm * Modular updates --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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f25cb55f3a |
[MIRROR] Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon [MDB IGNORE] (#23227)
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306) ## About The Pull Request Instead of a supernatural phobia, sacrificed people will now get a HERESY phobia, which specifically targets heretic stuff, instead of all of magic. Other heretics, however, do not get this, but instead get knowledge points sapped from them, as their mind is ruined in a different way than normal people. This comes with different flavour text and a harsher but shorter lasting mood debuff. Also fixes some "knowlege" code typos and places the star gazer and fire shark all in under heretic_summon ## Why It's Good For The Game Heretics, Wizards, Chaplains and Cultists will now be able to keep playing the game after getting sacrificed without overdosing on psicodine, while still retaining the phobia's original design purpose. placing the fire shark and star gazer under the same type also is useful as they share a lot of values. typos bad. ## Changelog 🆑 add: Sacrificed heretic targets will now receive a phobia of heresy instead of a phobia of the supernatural. Sacrificed heretics will not get this phobia, but will lose knowledge points instead. /🆑 Huge thanks to Helg2 for doing the original PR and helping me with this one, couldn't be done without them --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com> * Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com> |
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2ac66a8a4a |
[MIRROR] Adds sanity checking to prefs checks, fixing a bug that can cause emotes to stop displaying intermittently [MDB IGNORE] (#23081)
* Adds sanity checking to prefs checks, fixing a bug that can cause emotes to stop displaying intermittently * Update vox_procs.dm --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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d0f20dae01 |
[MIRROR] Improved Imaginary Friend Smite [MDB IGNORE] (#22871)
* Improved Imaginary Friend Smite (#77331) ## About The Pull Request By admin request: - The Imaginary Friend smite now allows you to select "Offer to ghosts" rather than selecting an observer mob manually. - If you select this option you can also select to bulk-accept multiple ghosts at a time, if you want to give people twelve imaginary friends without having to smite them 12 times. This necessitated changing the order of events a little bit so nwo you choose whether they have a randomised appearance before picking a candidate. ## Why It's Good For The Game Makes it easier to drop the entire end of round deadchat into one guy's brain with just a couple of clicks ## Changelog 🆑 admin: The imaginary friend smite now allows selecting "offer to ghosts" instead of having to perform that poll yourself manually. When offering to ghosts you can also offer for several ghosts to volunteer at the same time. /🆑 * Improved Imaginary Friend Smite --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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b9f559776e |
[MIRROR] Replaces Upgraded Cybernetic Ears with two new variants [MDB IGNORE] (#22854)
* Replaces Upgraded Cybernetic Ears with two new variants (#75931) ## About The Pull Request Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. ## Why It's Good For The Game Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. ## Changelog 🆑 add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /🆑 * Replaces Upgraded Cybernetic Ears with two new variants * Modular adjustments * Linters * Linters --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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8c1a5a473c |
[MIRROR] Fixes a type mismatch error with phobias [MDB IGNORE] (#22730)
* Fixes a type mismatch error with phobias (#77120) ## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/77113 Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/22686 Fixes the recently introduced type mismatch seen above. span_phobia() needs a string arg not a datum. This is why you test your code folks. ## Why It's Good For The Game <details><summary>Works</summary>  </details> ## Changelog 🆑 fix: fixes a type mismatch error with some of the phobia chat messages /🆑 * Fixes a type mismatch error with phobias --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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cab485a34f |
[MIRROR] Phobia warnings have the same glowy text now as they would in say messages [MDB IGNORE] (#22678)
* Phobia warnings have the same glowy text now as they would in say messages (#77066) ## About The Pull Request Title. ## Why It's Good For The Game Fixes #48028 ## Changelog 🆑 spellcheck: Phobia warnings have the same glowy text now as they would in messages. /🆑 * Phobia warnings have the same glowy text now as they would in say messages --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> |
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6ddf70316d |
[MISSED MIRROR] Hemiplegic quirk (#76526) (#22450)
* Hemiplegic quirk (#76526) ## About The Pull Request Like paraplegic, but instead of a horizontal half of your body being fucked, it's a vertical half!   ## Why It's Good For The Game Character customization and pure, undistilled human suffering. ## Changelog 🆑 add: Added Hemiplegic quirk. /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> * Update jobs.dm --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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02648adcd6 |
[MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests * Fixing merge conflicts * don't forget to ctrl+s! * Another forgotten file * urgh * gets rid of vestiges of update_atom_languages() and mind language holders * No longer needed * Fixes some modular grant_language calls * Deprecated code * This was up here before.. * Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits Removes some no longer needed code --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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0e0ac6dcbf |
[MIRROR] Unit test gaining and removing traumas [MDB IGNORE] (#22390)
* Unit test gaining and removing traumas (#76748) ## About The Pull Request Requires #76744 Tests the granting and removing of brain traumas. ## Why It's Good For The Game See https://github.com/tgstation/tgstation/pull/76744#issuecomment-1630066603 ## Changelog Not necessary unless it finds something funky --------- Co-authored-by: san7890 <the@ san7890.com> * Unit test gaining and removing traumas * skyrat changes * Update trauma_granting.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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fb7fb8a5f5 |
[MIRROR] Fix Alphasia removal [MDB IGNORE] (#22375)
* Fix Alphasia removal * Update code/datums/brain_damage/severe.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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a7edb3bdd6 |
[MIRROR] Fixes flaky language holder failure [MDB IGNORE] (#22188)
* Fixes flaky language holder failure (#76477) ## About The Pull Request  ## Why It's Good For The Game Flaky failure ## Changelog 🆑 Melbert fix: Fixes a runtime from people with aphasia trauma getting deleted /🆑 * Fixes flaky language holder failure --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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47ddd30381 |
[MIRROR] Makes Godwoken Syndrome VoG commands ignore spam filter [MDB IGNORE] (#21956)
* Makes Godwoken Syndrome VoG commands ignore spam filter (#76146) ## About The Pull Request they're basically forced speech and should not account for the spam filter ## Why It's Good For The Game fixes #55392 ## Changelog 🆑 fix: fixed Godwoken Syndrome VoG commands triggering the spam filter /🆑 * Makes Godwoken Syndrome VoG commands ignore spam filter --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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de094300d2 |
[MIRROR] Alphabetises Phobias [MDB IGNORE] (#20934)
* Alphabetises Phobias (#75150) ## About The Pull Request Alphabetises some lists, json, and type paths related to phobias ## Why It's Good For The Game It's neat and tidy ## Changelog Not player facing * Alphabetises Phobias --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> |
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9a594755f3 |
[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name * updates to our code --------- Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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ffd39e1729 |
Missed mirrors (#20203)
* https://github.com/tgstation/tgstation/pull/74273 mirrors https://github.com/tgstation/tgstation/pull/74273 * https://github.com/tgstation/tgstation/pull/74267 mirrors https://github.com/tgstation/tgstation/pull/74267 Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * https://github.com/tgstation/tgstation/pull/74113 mirrors https://github.com/tgstation/tgstation/pull/74113 Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * Updated elgohr/Publish-Docker-Github-Action to a supported version (v5) (#74370) elgohr/Publish-Docker-Github-Action@master is not supported anymore --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Lars Gohr <elgohr@users.noreply.github.com> |