* Japanese Tourists! Oh, and beef stroganoff, I guess! (#57305)
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Japanese Tourists! Oh, and beef stroganoff, I guess!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Fixes warden hat leaving a space before message when in Canadian mode (#57190)
* Fixes warden hat leaving a space before message when in Canadian mode
Co-authored-by: Burgermancoding <79515258+Burgermancoding@users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add Wiz-Off: An Arcane Battle for the Fate of the Universe! (#56980)
Adds Wiz-Off, a new and extremely simple card game to the Fun Vendor.
* Wiz-Off: An Arcane Battle for the Fate of the Universe!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* More CAS cards. (#56998)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* More CAS cards.
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* people with conspiracy phobias are scared of gas miners (#56834)
WHERE IS THE GAS GIANT KOWALSKI?
* people with conspiracy phobias are scared of gas miners
Co-authored-by: Fikou <piotrbryla@onet.pl>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* You can now remove embedded objects directly with a hemostat (#56637)
* You can now remove embedded objects directly with a hemostat
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Small fix to expressive aphasia string (#56285)
Mr. and Mrs. should be allowed under expressive aphasia, but due to the punctuation and capitalization they are rejected when attempted. So I decapitalized them and cut off the periods.
* Small fix to expressive aphasia string
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.
Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Third Rate Duelist With A Fourth Rate Deck: The TG TCG, Part 2 (#54659)
Finally adds the ruleset to the TGC, allowing players to play the game (in a relatively provisional state).
Cards now have rules and keywords attached, as well as a proper system for displaying information in the sidebar (all the credit for this has to go to @ ArcaneMusic, who also contributed a huge amount of the ruleset for the cards).
The full ruleset and keywords can be found here: https://tgstation13.org/wiki/Tactical_Game_Cards
* Third Rate Duelist With A Fourth Rate Deck: The TG TCG, Part 2
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Flyperson organs are all completely unidentifiable (#53008)
All flyperson organs have the same, generic name and description, and their icon is picked from a pool of gross, blackened organ sprites.
There's also a new organ they have that just does completely nothing. It is also disguised and looks the same as all the other organs.
* Flyperson organs are all completely unidentifiable
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
* here goes nothing
no really this is basically nothing
* dme is less dumb
* aaaaa string files
* Card backend (#3)
* Adds card backend and hotloading
This is a combination of 2 commits.
OH SHIT THE SM IS ON FIRE
WE DONE LADS
* Woop
* Best we'll get
* fixed file system, courtesy of potato
* updated tools (thanks potato), now up to 40 cards
* Adds rarity (#4)
* Adds rarity
* just to be sure
* Adds it to cards
* Didn't read templates WHAT A NERD AMAROIGHT
* Commets
* Woop you'd think I'd know my own system
* There we go
* Fuck you EOF (#5)
* Makes rarity not suck (#6)
* Fuck you EOF
* Makes rarity not suck
* Auto stash before merge of "blueeyedwhitejumpsuit" and "origin/blueeyedwhitejumpsuit"
* Makes rarity work as expected, thanks dogman (#7)
* smolcards
* Adds datum cards (#8)
* Datum cards
* Some docs and a little bit of cleanup
* fuck
* problems be had
* Fuck (#9)
* fucko bungo RELASE ME FROM THIS HELL GIT
* datum FUCKING AHHHHHHHHHHH
* packs and games
* boomer mood (#10)
* Card debugging (#11)
* Adds debug vars
* that's a bit better
* shit
* unfucks rarity
* scales sorted
* That should do it
* Parity
* fun fact
* series 1 json
* and so it is done
* Don't need this, I'm dumb.
MacRo-Op???@?#?@??!#?!@
* BRAINDAMAGE
* resin redux, smaller cards
* shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad*
* double rarity TABLELS, fixed the silly linter
* flippers and rarities
* guaranteed rarity, rarity tables
* fuck it let's ask
* resinfront
* 2560 core set
* fixes flippers
* template icon, extra variable juice
* ADDS SPEED (#12)
* FUCK FUCK FUCK SHIT I BROKE IT AGAIN
* Kills my dreams in the NAME OF SPEED
* and some cleanup
* Minor changes, some qol (#13)
* couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced
* Let's be more clear,
* and a woooop
* Removing ids, carpel tunnel edittion (#14)
* Subsystem
* Carpel tunnel completed
* woop
* curator is no longer equipment
* I'm not dumb you're dumb (#15)
* minor rarity tweak
ladies and gents, it's finished
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* huthtuthuthuthtuhtuthuthuthuthtuthuthuthtuthut
* documents and expands, adds new glove types
* Adds slamming into tables and neatens up throwingdatum handling (+stuff)
* bit less squishy
* adds sprites, offbrands, swaps most combat insuls for tacklers
* adds dolphin and rocket gloves to BEPIS
* changes dna to traits, buffs tackling
* same as last commit but moreso
* updates docs, nerfs stuns
* vending machines, better docs
* window tackles for good measure
* gets window splats working
* polish off
* LAST DAY OF SCHOOL
* Does the thing.
* whoops I fucked up some item_states
* when I said item_states I meant icon_states also I didn't properly fix it
* Update hats.dmi
* Makes the prisoner suit look more unique.
* "Forcing the Icon Bot to Do it's Job"
* Update mime.dm
* Adds a new plasmaman name!
* Update plasmaman.txt
* Update plasmaman.txt
* Did the thing.
* plasmagloves^tm
* arms
* Update packs.dm
* Trailing newline done
This moves the drunken scientist quotes into a strings file.
I used the pick_list_replacements proc even though there are no replacements, in case someone who edits the file wants to add some replacements.
I didn't take the opportunity to sneak in any lines, they are copied verbatim.
* spruces up valentines and arcade text
* more
* removes hornyposting
* this is what I was born to do
* motherfucker I forgot they removed sleepers
* technically I could add handling of articles/plurals but too fucking lazy
* tgui next contractor interface
work
cleanup
more work
getting close now
final
build
more stuff for wanted messages
rebuild
spelling
* fixes
* rebuild
* fix
* disable button when contract not active or extraction enroute, disable limited when depleted