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157 Commits
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2d143692be |
gives three tiny buffs the knock heretic path (#88291)
## About The Pull Request burglars finesse range increased and it may loot any storage object on the back caretakers refuge cooldown is only applied when exiting refuge labyrinth handbook accepts any crayon instead of a white crayon less balance related: click on an id card with eldritch id card to make it consume it eldritch id portals are slightly smoother ## Why It's Good For The Game burglars finesse will immediately get you valided at max range anyway so lets make it longer caretakers refuge is not that good to need a 2 minute total cooldown the labyrinth handbook recipe is too bad to even consider making it ever, making it use a crayon makes it more accessible and its still not that good of an item anyway ## Changelog 🆑 balance: burglars finesse spell range increased from 4 to 6 and it may loot any back storage object, caretakers refuge cooldown is only applied when exiting refuge, labyrinth handbook accepts any crayon instead of a white crayon qol: you may click an id with the knock heretic id card to make it consume it /🆑 |
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e1f41fc807 |
[NO GBP] Decthulufies tethers to stop players from turning themselves into MODsuit bodyhorror (#88289)
## About The Pull Request Not adding a limit on how many you can have attached at once was a mistake. MODsuits can only attach one tether at a time and they're *slightly* slower to cut. You still can attach yourself to more than one anchor manually (or mob via embedding), but this prevents you from being attached to more than one machine/structure at a time. Tether anchors now also only support one link at most. Tethers no longer require you to click on a specific tile and have a couple of transparent pixels to the side to make them easier to cut in a hurry. Closes #88057 ## Why It's Good For The Game   ## Changelog 🆑 fix: You cannot have more than one MODtether (excluding manual connections) qol: Tethers are easier to cut (require less pixelhunting) /🆑 |
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499874fa89 |
Moves damage overlay disabling into a separate trait for the numb quirk (#88281)
## About The Pull Request Detemination gives you TRAIT_ANALGESIA, so if you take ***too much*** damage you'll be unable to see it as well. Plus linking blunt overlay hiding to reagents isn't very good practice as it can cause flickering if you microdose. (Also fixed incorrect trait sources on the quirk and kept it for the nocrit deathmatch modifier) Closes #88278 ## Changelog 🆑 fix: Fixed damage overlays hiding themselves or flickering when you get wounded. /🆑 |
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115609c113 |
Adds a new item to the chef traitor's uplink: Molt'Obeso sauce. (#87103)
## About The Pull Request A new item for 2 TC has been added to the chef's traitor uplink – Molt'Obeso sauce! Buying it, you get a bottle for 50 units, filled with this sauce. After eating Molt'Obese, you'll think you're still hungry. It also removes the limit on how much food you can eat, so you can just keep going and going, but you never get full. Plus, Molt'Obeso helps your body absorb more nutrients from food, so the food is even more nourishing with it. ## Why It's Good For The Game The Syndicate sabotages the NT station by making everyone fat? ## Changelog 🆑 add: Add a new item to the chef traitor's uplink: Molt'Obeso sauce. A sauce that makes people want to eat too much. /🆑 |
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4fde078f23 |
Refactors projectile dampeners and adds some new visuals (#87913)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7663b39cc8 |
Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑 |
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d2c8e10e26 |
Repairbots (#86084)
## About The Pull Request adds repairbots to the game!  this pr serves as a massive rework and buff to floorbots. i was a bit sad that they dont get built much anymore so ive given them tons of more utilities and uses. Repairbots still inherit to place tiles and repair breaches. but they can now rebuild walls, rebuild windows and repair structure and machinery. Also Ive given them voicelines to add more character to them. In short, they are very depressed with their job (however they express their happy go lucky attitude when u emag them where they will start deconstructing the station) to demonstrate capabilities, here's a slightly sped up clip of some repairbots patching up an area that was maxcapped 4 times: https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de When repairbots feel threatened, they will retract into their little toolbox which u can pick up and hold in ur hand, either to conveniently carry and plop them down at breached sites, or to bash skull with it U can build them using a toolbox, proximity sensor, cyborg arm and a conveyor belt ## Why It's Good For The Game refactors floorbots and makes them alot more useful tools for engineers to use ## Changelog 🆑 refactor: floorbots have been refactored, please report any bugs add: adds repairbots to the game! /🆑 |
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6c30a0179b |
Adds the Perceptomatrix Helm, a hallucination anomaly core item. (#87701)
## About The Pull Request Changes the color of hallucination cores from red (?) to hot pink. Adds the Perceptomatrix Helm, a hallucination anomaly core item.  This helmet shields the user's brain from all external stimuli while creating a 1:1 replica of it, beamed straight into their mind. What this means in practice is that the user's perception is hypercharged and their brain shielded from psychic phenomena. The sprite is a resprited marine helmet. It's mid and I don't like it but I'm not a spriter. List of effects: Perception: - Flash/Weld Immunity - True Night Vision - Blindness and blurriness immunity - Expanded FOV Brain Shielding: - Perceptual Trauma Immunity - Hallucination Immunity Psyshield: - Conversion and Mindswap Immunity - Magical Mind Resistance (Much more limited than normal resistance) - Technically counts as casting clothes Additionally, you can an ability to invoke hallucinations on others on a 25-second cooldown.  ## Why It's Good For The Game I'm kinda tired of half the anomaly cores in the game having jack and shit going for them. I also think there's a moderate lack of psychic content in the game, so here we go. ### Yeah this is cool but like isn't it kinda fucking nuts? Holy shit dude Let's dissect this. > Perception: > - Flash/Weld Immunity > - True Night Vision > - Blindness and blurriness immunity > - Expanded FOV This part effectively amounts to nothing but night vision sunglasses. > Brain Shielding: > - Perceptual Trauma Immunity > - Hallucination Immunity This isn't all that impactful, either. Hallucination immunity is immensely irrelevant. Perceptual trauma immunity, which means you ignore effects like blindness or imaginary friends, is very, very niche. > Psyshield: > - Conversion and Mindswap Immunity > - Magical Mind Resistance (Much more limited than normal resistance) > - Technically counts as casting clothes Basically just having a mindshield, and that only if you don't get it taken off anyways. Mindswap immunity could be nice, that's really not something you can even get otherwise. Magical mind resistance isn't very good. It blocks mind reading, nullblade sneak attacks, eye of god, many forms of telepathy, psyker magic, the curse of madness, the curse of babel, and that's about it. It's nice, but it won't stop a fireball. A lot of this can in the end be duplicated with sunglasses & oculine/mesons and welding protection, and a tinfoil hat, which is partly why I added the ability. It staggers for a small duration and causes hallucinations, and it's pretty fun to use, despite its effects being rather understated. |
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138c7b378c |
Add TRAIT_EVIL to admin tooling (#87749)
## About The Pull Request Let's admins add/remove `TRAIT_EVIL` from mobs. ## Why It's Good For The Game Useful for debugging. ## Changelog 🆑 admin: Admins can now add/remove TRAIT_EVIL from mobs. /🆑 |
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2d7b8a5ff6 |
material fishing rods and material fish. (#87108)
## About The Pull Request The reason why I refactored material effects code is here. In this PR I add the possibility of printing fishing rods from different materials at your nearest autolathe, though it doesn't stop there. Each material has different values for (so far) fishing difficulty, casting range, experience gained and foremost the chance of catching fish made of the same material as the fishing rod used to catch it. The material the fish is made from can either increase or decrease the weight of the fish. In a many cases, material rods can also have other small effects on fishing, like removing the chances of duds even without a bait, or attracting shiny-loving fish, or passing some other fish trait checks. In a few cases, these fishing rods can have bigger, more impactful effects on fishing. That said, here's a list of more or less the effects (skipping very minor ones and those inherited from being items) and modifiers across materials so far, a few things will be added later: <details> <summary>Huge-ass list (out-fucking-dated now that I've added 5 more variables 😢)</summary> - Iron: +30% fish weight, 8% chance of material fish - Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of material fish - Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5% chance of material fish - Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5% material fish, +1 casting range - Diamond: +40% fish weight, -13 difficulty, -30% experience, 23% material fish, -1 casting range - Uranium: +100% fish weight, 8% material fish - Plasma: +30% fish weight, 8% material fish - Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23% material fish, +5 range - - 33% chance of selecting a reward from (almost) any fishing source instead of the current one. - Bananium +20 difficulty, +60% experience, 38% material fish, +3 casting range - - 20% chance of fishing either a clownfish, lubefish, donkfish, soulfish or skin crab instead - Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range - Runite: +50% fish weight, -18 difficulty, +220% experience, 38% material fish, +1 range - Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material fish, +2 range - Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material fish, -1 range - Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33% material fish, +1 range - Mythril: +40% fish weight, -25 difficulty, -50% experience, 43% material fish, +2 range - Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18% material fish, +1 range - Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23% material, +4 range - Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2 range - Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Runed Metal: +50% weight, -12 diff, -10% experience, 38% material - Bronze, +40% weight, 13% material - Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range - - Has a 20% chance of fishing up an aggressive stickman - Cardboard: Same as above, but without the stickmen - Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range - - 20% chance of fishing up either a unmarine bonemass, a unmarine mastodon, a hostile skellie or rarely a single-use spectral instrument that can turn you or someone else into a spooky scary skeleton. - Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1 range - Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material - Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material - Plastitanium: +10% weight, -10 difficulty, -5% experience, 8% material, +1 range - Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material - Titanium Glass: +25% weight, -5 difficulty, +25% experience 8% material - Plastitanium Glass: +20% weight, +50% experience, 8% material - Alien Alloy: +140% weight, -25 difficulty, 33% material, -40% experience, +2 range - Hauntium (good luck using it): +40% weight, -30 difficulty, +50% experience, 38% material, +2 range - Meat: +13 difficulty, -20% experience, 28% material, -2 range - Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2 range </details> ## Why It's Good For The Game I think it's nice to have two features interact with each other (fishing and materials), and it adds a layer of interesting uses to some materials. ## Changelog 🆑 add: Autolathes can now print fishing rods of different materials, which can increase or decrease fishing difficulty, casting range, and experience gained, and can have other interesting effects. /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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a8f5ea1367 |
Changelings no longer have a soul when examined if their brain is missing (#87450)
## About The Pull Request Added a new trait that changeling bodies have that prevents them from showing up as having a soul when examined when you pull out their brain. ## Why It's Good For The Game This is an extremely cheesy and easy way to antag check a suspected changeling, either via surgery, guillotine or amputation shears. Admins rule this as metainfo/an exploit, so players essentially have to forgo using information that they have acquired unintentionally in-game. ## Changelog 🆑 fix: Changelings no longer have a soul when examined if their brain is missing /🆑 |
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d170a410d4 |
Recovered Crew | Medical+Cargo Respawns (#87072)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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3905d5ec49 |
penguins can now fish (and fishing ai expansions) (#87267)
## About The Pull Request penguins are now able to fish! they will drill water holes in ice using their beaks and catch fish from there. also expands the fishing ai a bit to make it a bit more customizable. animals will now fish only when they're hungry, otherwise there will be a cooldown between every fishing attempt, defaulted to 45 seconds but can be edited depending on the mob. ## Why It's Good For The Game makes the fishing behavior alot more generic, before it was only compatible with lobstrosities but this makes it so it can be applied to any mob. also reduces lobstrosity fishing frequency by a tad bit as they were too spammy before. ## Changelog 🆑 add: penguins will now fish from water holes /🆑 |
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86aee083e3 |
Speed potion improvements (#87322)
## About The Pull Request I've added a trait for when a speed potion is applied to the object. This allows me to remove some args and variables from riding and ridable, and allow fish past 2000 units of weight to have speed potions applied to them without the risk of the slowdown being reset the next time `update_size_and_weight()` is called. Speed potions now also affect drag slowdown. ## Why It's Good For The Game Small code improvement, leading to a possible balance change. This fixes #38623. ## Changelog 🆑 balance: Speed potions now cancel drag slowdown too. balance: Speed potions can be used on fish past 2000 units of weight. fix: You can now speed up cardboard boxes with speed potions. /🆑 |
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df00d85356 |
Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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3b444ffd72 | DNA Infusers now check for a datum trait instead of whether non-living objects are edible and have the GORE food type. (#87154) | ||
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91e14ba363 |
Plasmaman Species Refactor | Jesus Christ This Hurts Edition (#87086)
## About The Pull Request Completely refactors plasmaman code by moving their self-ignition code to limbs via a component and making suits handle their extinguishing code by themselves. This means that if someone gets a plasmaman limb attached to them, they'll need to seal it off from oxygen or it will ignite! ## Why It's Good For The Game Plasmaman code is really bad and we've been trying to move away from species specific code and make them just limb and organ containers Closes #52649 ## Changelog 🆑 fix: Plasmaman space suit internal extinguisher works and can be refilled now refactor: Refactored plasmamen self-ignition to be limb-side instead of being handled by their species /🆑 |
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4738c1f26e | Feeding fish certain reagents may have some effects (#86955) | ||
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79c56ebc04 |
New station trait: Spiked Drinks (#87084)
## About The Pull Request Adds a new "Spiked Drinks" station trait which makes soda vendors have a 65% chance of dispensing drinks spiked with various booze. Most likely it'll be relatively harmless but there's a small chance of getting funkier mixtures instead. ## Why It's Good For The Game Its a rare-ish (3 weight) trait that mixes up the pool and fucks with some of the crew a bit. Some round variety and potential for shenanigans is always good. ## Changelog 🆑 add: New station trait "Spiked Drinks" that will add booze to most sodas has been added to rotation. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
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834f983f3a |
Adds the Fundamentally Evil quirk. Interactions with Empathy and Honorbound. (#87045)
## About The Pull Request Adds the Fundamentally Evil quirk. The quirk does nothing in of itself. If an Empath examines you, they will be shaken up by the fact that you are totally evil. Mindreaders can literally see that you're evil. If they're ALSO evil, it gives a gives a unique message. Honorbound chaplains can freely attack you without first declaring you evil. You are already evil. There is no outward tells for this fact, but if the chaplain pays attention to the medical records, you might have a problem on your hands. You are significantly harmed by holy water and holy explosions. So don't drink holy water if you can help it. ## Why It's Good For The Game I just think it'd be funny to have some crew, for whatever reason, be fully committed to being evil for no reason other than it is funny to bother empaths. I want a chaplain to come to the realization that I'm evil and see what happens. ## Changelog 🆑 add: Fundamentally Evil quirk. You might act normal, but you know deep down that you totally don't give a shit about anyone but yourself. Empaths better watch out. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> |
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9d4014c361 | Space dragons can now catch and eat fish (plus shark form and rift fishing) (#86582) | ||
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ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
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ff2760e908 |
Adds new tasty fish to deep fryers. (#86690)
## About The Pull Request This PR introduces three new fish that can be caught from deep fryers. That's right, deep fryers are also fishing spots now. Is it silly? Yeah, but this is more or less the reason I made a whole PR to make fish edible. They've two gimmicks: one is that they're already fried, and neither raw nor gorey and can be cut into nuggets. The other is that they can evolve into the next type just by growing, no need of pairing them with each other, starting from the 'fryish', then the 'fritterish' (and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the english food company) and finally the 'nessie-fish' which is very rare and big and you'd probably get 20 nuggets by cutting it alone. Other than that, this PR adds a simple growth mechanic to fish, where they get a bit larger each time they're fed. The gained size and weight depends on several factors like hunger, their current size and weight and how much until they hit the maximum cap of twice the initial size and weight. This means bigger fish grow slowier, and it's better to feed them once in a while but not every other second. Obviously size and weight influence a lot of fish mechanics, so it's good to have a way to increase these values outside of breeding RNG (which is very shallow). TL;DR: Feed the fish once their hunger reaches 50% circa for maximum growth. Included in the PR are a few tidbits, like fixing a little mistake around the 'picky eater' fish trait, more readable code around the fish_growth component (unrelated to the aforementioned growth mechanic) and hunger or adding the fish evolution datum for armored pikes (normal pikes plus stinger trait, which I basically forgot to), and adjusting how weight and size of offsprings is calculated. ## Why It's Good For The Game First and foremost, a brand new on-station fishing spot that is not the fishing portal, toilets (or the rare moisture traps in maint). Second, a fish growth mechanic through which weight and size can be increased. Third, a few code things. Four, little bugs, now fixed. Fifth, have a screenshot of me fucking around to find out how many bites it takes to eat all of the deepfried gargantuan nessie (53, and I had to spawn another 10 humans to finish it):  ## Changelog 🆑 add: You can now fish new, tasty treats by the station deep fryers. add: You can now grow fish inside an aquarium by feeding them regularly (at 50% hunger for maximum growth). add: Added the evolution for pikes to armored pikes. /🆑 |
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1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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adc47b42ee |
You can release fish after catching it (#86126)
## About The Pull Request This PR nerfs the mood event from fishing from 5 to 4. In exchange, after catching a fish, you can release it in the appropriate fishing spot for a minor positive mood event (if it's alive, or if the user has either the morbid or naive traits). It also counts towards fish population for fish that are limited in the amount of times they can be catched. Mobs with the naive trait (clowns) get the positive mood event even if the fish is dead or being released in a bad place like lava Some fishing spots like toilets and moisture traps don't have this option, but that's because they've their own interactions with fish that'd otherwise be overridden by it. This PR also fixes mobs with the morbid trait (coroners) not enjoying aquarium in their own morbid ways and add a few touches pertaining the naive trait like alternative chat messages when interacting with the fish. ## Why It's Good For The Game This gives players a way to get rid of unwanted fish without leaving it to die on the floor, also it's in the spirit of recreational fishing. ## Changelog 🆑 fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums in their own weird ways. add: You an now release fish after catching it for a positive moodlet (or to repopulate certain fishing spot with rare fish). /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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e21d5e37e2 |
Slims down the aquarium content component, moving most of its code to the items it's attached to. (#86104)
## About The Pull Request If I ever want to convert aquariums to component so that we get portable fish tanks, I'll have to remove the garbage code from aquarium contents first, because it's a bit confusing to look at, and most of it is hard-coded or about fish animations, which is annoying because it'll also prevent me from making different animations for different fish in the long run. This PR should replace some of the mess with a few signals so that we can have slightly more freedom around the visuals of aquarium contents. #86090 should be merged first by the way to avoid issues with missing visuals. ## Why It's Good For The Game See the previous section. ## Changelog N/A |
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6faa37853b |
Void Heretic Rework: You Can (Not) Heat Up. (#85728)
## About The Pull Request Reworks most of the Void Heretic kit. All Void spells now apply a stacking debuff that makes you gradually colder. Void Blast has been replaced with a new spell "Void Conduit" and a new Side knowledge spell, "Void Prison" has been introduced. Waltz At The End Of Time has been completely overhauled. Lastly Void Blade has been resprited along with the overlay of Void Chill, check any of the linked videos to see the new look. All new sprites have been kindly made by OrcaCora. ## Why It's Good For The Game Void path is *Supposedly* themed around the cold of space but doesn't have any tools to live up to the fantasy of being an harbringer of the Void whose main goal is to freeze the station to an icicle. Then there's also the issue of Void being utterly underwhelming compared to his neighbors, Cold is way too easy to treat as a status effect, so much so, a simple cup of coffee can utterly shutdown the void storm, which is just unacceptable. # **Changes** - **Void Chill**: Is now a stacking debuff, each stack slows movement speed by a percentage while lowering body temperature, upon reaching the cap, which is 5 stacks, the victim cannot heat up anymore, all void Spells apply 1 stack of the debuff, with the exception of the grasp applying 5 (2 for the mark and 3 for the detonation) and the blade upgrade applying 2. **Reasoning**: Void chill currently suffers from being completely shutdown by sipping tea, coffee or having the COLD_RESIST trait,with this change you can still negate the damage and the slowdown you get from being cold but not the slowdown from the debuff itself. - **Aristocrat's Way**: Now grants no slip on ice and water tiles on cold or depressurized turfs **Reasoning:** Since the rework revolves around making Void heretic more involved in freezing the station, they should be able to move in their domain without getting punished for it. - **Void Cloak:** Can now be toggled on and off to make the cloak visible or invisible; when the cloak is visible it grants low pressure immunity trait. **Reasoning:** Not having pressure resistance as a Void Heretic just sucks, as you are clearly intended to somewhat go into space at some point; giving it to the cloak is a good compromise since you sacrifice better protection (***the armor values of the cloak are pitiful***) for utility. - **Replaces "Void Blast" with a new spell, "Void Conduit"**. **Void Conduit:** Opens a gate to the Void; it releases an intermittent pulse that damages windows and airlocks and applies a stack of void chill to non heretics, Heretics are granted the low pressure resistance trait. **Reasoning**: I like the idea behind Void Blast; unfortunately, the spell has limited uses if an area isn't already spaced, which is hard to do considering the current kit of Void Heretic doesn't provide anything to help in that regard. I wanted to give Void Heretic a tool to turn any area of their choosing into their ideal habitat. Not amazing for quick assassinations, good if you are anticipating a fight or want to simply expand your domain, the added Trait might seem redundant, but let's not forget that the void cloak is still a side knowledge, I don't want newbie heretics to space an area and accidentally killing themselves because of it. Video Demonstration: https://www.youtube.com/watch?v=nhPdj1hIgSI - **New side knowledge: "Void Prison."** **Void Prison:** It makes the target invulnerable and unable to do anything for 10 seconds , when the spell ends, it applies a few stacks of void chill, cannot be self-cast. It occupies the same slot of Blood Siphon (inbetween Raw Ritual and Void Phase.) Video Demonstration: https://www.youtube.com/watch?v=nKZd8aEcZFw **Reasoning**: Void is technically meant to be an assassination path and not really apt at tackling multiple opponents, this spell might come into clutch if you are outnumbered, or simply want some breathing room from your pursuers. - **Void Jaunt and Void Pull** Cooldown respectively reduced to 25 and 30 seconds, down from 30 and 40. **Reasoning:** I felt that the cooldown on these was a bit too high overall; as it stands, Void Phase cooldown is twice as long as Ashen passage, one of the best and arguably most sidepathed spells in the game. Granted phase is faster and has more range but I don't think it justifies its cooldown being this long. Void pull could also use slightly less cooldown, being the very last spell you unlock and offering a simple melee knockdown. - **Seeking Blade:** Now applies 2 stacks of void chill per hit. **Reasoning:** Seeking blade is a bit underwhelming for being the final blade upgrade, teleporting to a target you just stunned at melee range is incredibly niche, now that Void chill is a stacking debuff we can probably just slap it on the blade itself. - **Waltz At The End Of Time:** The Heretic becomes weightless and able to levitate around, (carp movement essentialy). The heavy storm is no longer bound to the room the heretic is in but is now an aura around them, this does a few things. 1) Releases a pulse that depressurizes areas, shatters windows, airlocks and firelocks, and applies a stack of void chill to non heretics, the passive burn and oxy damage effect has been removed. 2) Grants to the Heretic projectile deflection. **Reasoning:** Void Has the reputation of having the weakest ascension in the game, which it's hard to disagree on considering you can completely neutralize the effects of the storm by simply sipping tea and how generally little it does overall. It's also kind of strange that you have this massive Eldritch storm ravaging the station and for it to have no effects on its atmosphere, infrastructure, or projectiles whatsoever. Video Demonstration: https://www.youtube.com/watch?v=1_blr20-hgA ## Changelog 🆑 add: New Heretic Side Knowledge, Void Prison. add: New Void Spell Void Conduit has now replaced Void Blast. balance: Void Chill is now a stacking debuff, upon reaching the cap, makes the target unable to heat up. balance: Aristocrat's way now grants immunity to ice and water slips on cold turfs. balance: Void Cloak now grants low pressure resistance when visible. balance: Void Phase and Void pull have received a minor CD reduction. balance: Seeking Blade now applies a couple of stacks of void chill. balance: Void Heretic Ascension has been overhauled, it's now protects the heretic from projectiles, destroys windows and airlocks and applies void chills to non heretics. image: Void Blade and Void Chill have received some new sprites. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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4e1b14fd98 |
Hallucinatory Anomalies now produce hallucinatory decoys of itself, and hit a wider area (#86086)
## About The Pull Request This "buffs" the hallucinatory anomaly by giving it a bit more impact and flair. This affects both the detonate effect and what happens when one initially spawns. When a hallucinatory anomaly spawns, it will spawn surrounded by "decoy" hallucination anomalies -- Illusions meant to distract you from the real one. The idea is that these are not actually there, and that they are the result of reality getting muddy in proximity to the anomaly. Scanning one of these will provide a message, either of nothing happening or a minor hallucination as your character suffers from the real anomaly's effects. Using an anomaly neutralizer on a decoy will do nothing. There's nothing to neutralize, because nothing is there. You're losing your grip on reality. Now, the detonate effect will affect people at a wider radius, through walls. This is done with a second helper different from `visible_hallucination_pulse()`, which does affect the blind and ignores walls, `hallucination_pulse()`. ## Why It's Good For The Game Hallucinatory anomalies are easily the most underwhelming and understated anomaly in the group. They have the impact of a dry fart on a round, rarely affecting anyone and vanishing without anyone noticing or caring. It makes little sense for the detonate effect to impact only those who can see it. Anyone with a pulse can make the connection between the "hallucination anomaly" vanishing and Bubblegum bodyslamming them less than a second later. By affecting those out of sight, in a wider range, there's a higher chance the detonation will not only catch people off guard, but lead to more chaos on comms. As for the illusory decoy anomalies, it was just a neat idea I had to differentiate how people typically deal with them. It makes for a more trippy experience for whoever has to deal with them, and adds confusion (which is the whole shtick with hallucinations -- confusion). So, overall, more snazziness and personality, and more of an impact when left alone. ## Changelog 🆑 Rhials balance: Hallucinatory anomalies now have a wider range, and will spawn hallucinatory decoys of itself to mislead you. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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2f69fe6190 |
Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request Adds three new deathmatch maps. ### Important nonDM Balance Changes Cult daggers fit on belts. Heretic blades fit on belts. Veil shifters fit on belts. I really don't know why these didn't, it makes inventory management rather annoying at times. It also screwed my loadouts over. Cursed Blades fit on cult robes. They're cult equipment after all. Bronze suits fit toy watches!! ### Ragnarok  A vicious battle in the jungle, between the three major religious sects: Prove your deity's might! And try not to upset any primates. Or fall into the chasm. Going clockwise: **Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword, and some bolas, this cultist has a 'well-balanced' set of equipment to annihilate their opponents. **Cultist Artificer**: This set harnesses the blood magicks - with spells of stunning, blood rites, and ranged hallucinations, with a wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes to finish the look. **Holy Crusader**: Nullifying most, but certainly not all, of the fearsome arsenal of the opponents with the null rod at their belt, the Crusader packs a dangerous claymore and armor to protect them from the demons. **Rat'var Apostate**: Hey, what's that guy doing there in the dark? They don't have any magic because their god is Fucking Dead, but they're still going to show up for a token effort. Good luck! **Heretic Scribe**: This mad soul wields an antique rifle and an assortment of other dangerous relics, with a set of magic geared towards staying far apart, picking enemies off from range and evading their attacks for the final blow. **Heretic Warrior**: With the deadliest of Mansus Magic at their disposal, this warrior is only limited by their ability to juggle all their spells at once - don't get overwhelmed sorting your spells while an Invoker runs at you with a sword and shield and makes you cry yourself to death. ### Lattice Battles  A fresh change of pace: In this pacifist map, the only way to kill your opponents is to snip the lattices and catwalks from under them. Watch your step. ### Species Warfare  Prove the might of your static by duking it out with every other kind of crewmember out there. Features a messy dorms, a ticking-timebomb atmos, a rather sterile robotics, a slippery closet, a fluffy medbay, and an energetic bridge. Mirror Shields now shatter on throw (which stuns and hurts) ## Code changes Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. Tidied up the file those are in. Added belt_contents() to outfits, but it dosen't work.... Added a heretic rust sister-type to rust walls and floors. Fixed a typo in cult ascension. ## Why It's Good For The Game These maps all aim to do something interesting and unique with DM rather than the usual deathfest and hugging of random crates. Ragnarok allows players to practice unusual and rare magical mechanics, similar to Ragin' Mages. Lattice Battles adds SPLEEF to the game, which I think is awesome. Species Warfare is, I think, fun and funny. Each 'department' has incredibly chaotic and thematically-appropiate content for the species its meant to symbolize, and I look forward to the chaos that every round in it is inevitably going to have. > Mirror Shields now shatter on throw. I'm surprised they didn't! Since they aren't used anywhere I can do what I want with them. ## Code changes > Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. I think this is a clever solution to the problem of 'what if I want someone who acts as the antag, but isn't?' Some procs do need the datum to modify it, so there's GET_X, but those aren't common and don't seem likely to be an issue. > Added belt_contents() to outfits, but it dosen't work.... Help would be very much appreciated, I don't know what I'm doing wrong here. It's only used for the heretic scribe's unfathomable curio. Some post-PR cleanup coming up. ## Changelog 🆑 add: Added three new DM maps - Ragnarok, Lattice Battles, Species Showdown. /🆑 |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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b6d3e114da |
Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)
## About The Pull Request Replaces spin/flip's uses in mining's style meter and bitrunner's projectile parrying and instead uses a new emote, taunt. It also does not play a sound effect for emoting, only when you successfully block a projectile. The parrying time from the flip was 1.4 seconds, with taunting it is now 0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses. https://www.youtube.com/watch?v=cJGuEqNhqUs https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6 ## Why It's Good For The Game Spin and flip are emotes that get a little boring and repetitive, which makes its complete overuse quite annoying to see. Compared to spin, taunting is a quick turn, which stacked with the cooldown, makes it a shorter and un-overusable emote. It also has a cooldown of 1.5s between hits, so players now actually have a limit to how much they can parry/style. Currently if you have some way to regenerate stamina damage, you're pretty set to spam parry all projectiles at essentially no cost, since emotes cost nothing to use, removing the limit of having to actually time it. I wouldnt say falling over is necessarily a downside since anyone who uses these items for a while can quickly figure out exactly hwo to maximize parrying time. ## Changelog 🆑 add: Added Taunting, a faster and cooldowned version of the Spin emote. balance: Wizards blocking projectiles with Transparence and the bitrunner matrix skillchip now have a visible effect of deflecting the projectile. balance: The bitrunner skillchip now uses taunt instead of flip. balance: The style meter now uses taunting instead of flips and spins. /🆑 |
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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0b68257da1 |
Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#85449)
## About The Pull Request ### Intoxication and Punching Being drunk juuuust enough allows you to land stronger punches and take punches a little more easily. However, being TOO drunk makes you WORSE at these things, and makes your unarmed accuracy an unarmed PENALTY. Don't get drunk if you can't hold your liquor. However, fighting drunk makes you really sick, so be careful as to not suddenly start vomiting everywhere. ### Drunken Brawler Bartenders are now drunken brawlers. They gain additional punching prowess if they're ever intoxicated, it does not matter how much nor do they ever suffer a penalty as a result of being TOO drunk. The more damage the bartender has taken, the stronger they hit back. (added by recommendation from WalterTruck) I have to mess the scaling on this more. ### Stagger Combo/Unarmed Combos The stagger combo is back, but significantly less stun heavy except on the extreme ends of unarmed upgrading. When your opponent has been sufficiently damaged enough, staggered and doesn't have any riot protection gear on, you can inflict additional status effects when you punch an opponent. The necessary value for this effect is: Half the target's Brute and Burn damage combined exceeds a value of: Limb accuracy + armor block (min. 40. max 200) While the thresholds are more deterministic, the effects are random. The better you are at punching, the better the effect, but the higher your targets armor, the weaker the effect. All effects are positive for the attacker and negative for the target. The dice roll is such; (a roll between -20 to 20) + limb accuracy - armor block | Stage/Value | Effect | | ------------- | ------------- | | Stage 1 (-Infinity to 0 | Staggered for 1 second | | Stage 2 (1 to 10) | Eye Blur for 5 seconds | | Stage 3 (11 to 30) | Eye Blur, Dizzying, Confusion for 5 seconds | | Stage 4 (31 to 40) | Blindness, Dizzying, Confusion for 5 seconds | | Stage 5 (41 to 45) | Knockdown for 4 seconds | | Stage 6 (46 to Infinity) | Knockdown for 4 seconds, 5 Brute with huge wound chance | Stages 5 and 6 are not possible to reach for roundstart humans who aren't intoxicated. It is almost impossible to get high effects against someone who is in full security gear as a roundstart human ### Minor Changes Any unarmed related thresholds or values that would use Stamina damage now use half of the total of Burn and Brute damage on the relevant individual. This affects punch accuracy, the threshold for getting a stagger combo, and the threshold for someone being more vulnerable to grabs. ## Why It's Good For The Game I just really wanted to add some drunken brawling/drunk fist style martial art stuff because I thought it would be fun, and bar brawls are where most people start fist fights. It's thematically entertaining. The bartender, by extension, should be pretty proficient at this kind of brawling. It also works out great when working with chefs to beat people up with their fists in their own, more unrefined style. The situation with the unarmed knockdown/stamina pr was kind of a mess, since at the time I was already going to take it out after discussing things with Walter and we were working out some alternatives together. But uh...well, it wasn't to be. Particularly, there was a lot of stuff in unarmed fighting that used Stamina damage that didn't actually get removed at all. So this cleans that up. I said I'd find a good alternative down the line to fill that gap, and this is it. For your run-of-the-mill fistfights, there are no random knockdowns. It's only when you are actually trying to brawl with a cybernetically enhanced human that this kind of thing starts to crop up. Or your opponent is a golem. Or you are both really drunk (and thus everyone starts vomiting because they're getting beaten up) The average assistant beating up another assistant is at best going to inflict some eye blurring and dizziness, assuming the fight even lasts that long. But this should be sufficient to create space to escape, or even meaningfully disable someone who might simply be invading your department. It is much less helpful against a more sufficiently geared opponent. The main reason for focusing on this is to give the average joe some kind of way for a heel turn in the event they're having to scuffle with departmental invaders or escape some determined opponent. It does not, however, allow them to manhandle a nuclear operative in an elite suit while our would-be hero is entirely butt-naked and drunk. Not that they shouldn't try, that's funny as hell. Thus, the effects chosen are more useful for escaping and befuddlement than necessarily stopping the fight outright. If you have improved arms, your arms are weapons and start to act like them, so you start seeing more significant results. It is also a nice thematic tie to unarmed's zany cousin; tackling, since the randomized effects are borrowing the logic form there, and it is cool to have those tied a bit closer. ## Changelog 🆑 add: Drunken fist fighting now has bonuses and penalties based on how intoxicated you are. Controlled liquor intake could make you a better brawler. Though you might vomit if you go too hard. add: Bartenders are now Drunken Brawlers. If they're drunk at all (no matter how drunk), they're stronger at fist fighting. add: Reintroduces the deterministic stagger combo. The effects of the combo are more varied, and based on attacker unarmed effectiveness and the defender's armor. Read the PR for more details. It's complicated. qol: Unarmed effects that would utilize stamina values now use a split of half brute, half burn to determine outcomes or for meeting thresholds. This affects; punch accuracy, stagger combo thresholds and grab vulnerability thresholds. /🆑 |
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3eeda64275 |
Moves more species traits to bodyparts +bugfixes (#85692)
## About The Pull Request I've retaken up the crusade to make species specific features modular, with the end goal of being able to essentially ship of thesis a person without causing any strangeness (eg, currently if you take an abductor and replace every body part and organ with a human one including the brain they still don't need to breath.) To make that a reality we will need to develop a few more robust tools but here are some easy fixes for right now. Changes are: lizard: TRAIT_TACKLING_TAILED_DEFENDER -> moved to Lizard Brain monkey: TRAIT_GUN_NATURAL -> moved to Primate Brain Ethereal: TRAIT_NO_UNDERWEAR -> moved to chest TRAIT_FIXED_HAIRCOLOR -> removed (had no implementation) TRAIT_TENACIOUS (illustrious) -> Not functional, fixed by making it an element that the brain applies Moth: TRAIT_TACKLING_WINGED_ATTACKER -> moved to chest TRAIT_ANTENNAE -> moved to head ## Why It's Good For The Game Makes sense. More fun for mad scientist types/limbscambler ## Changelog 🆑 itseasytosee fix: illustrious ethereals now properly get the tenacious trait code: more species features have been moved to their individual body parts. /🆑 |
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f69284be5b |
Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 |
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c5e2321313 |
add syndie lipstick (#85249)
## About The Pull Request Add syndicate branded lipstick for stealth operations, super-secret formula allows you to do similar energy gun damage with just a kiss, leaving a distinctive laser-like mark. ## Why It's Good For The Game The traitor arsenal is replenished with a new method of killing, elegant and without suspicion. Just send an air `*kiss`! You might ask what makes syndie kiss different from mime gun, besides similar characteristics to egun: - Causes burn damage - It's the emote `*kiss` after lipstick application that does the damage, not the lipstick itself - It has standard kissing cooldown - Kisses always fly to the head, good for the investigation - Can fly through windows and lattice - Unlimited number of lipstick uses - Could be wiped out, unlike mime gun - Can be reapplied after wiping off In addition to adding lipstick, also: - Fix wallhit sound, accidentally hit a wall and no sound came out of it, and not just with a kiss - Kiss log no longer contains on hitting the kisser name, but there is a log about sending a kiss ## Changelog     🆑 add: add syndicate branded lipstick to uplink (6 TC), after applying lipstick *kiss deals damage equal to energy gun fix: fix wallhit sound for projectile /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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2077d9a27b |
Add some missing mob traits to VV list (#85462)
## About The Pull Request I noticed admins talking about how `TRAIT_VENTCRAWLER_ALWAYS` was missing from the VV dropdown, which is a useful one to be able to stick on arbitrary mobs. I fixed that and while I was there, also went down the mob trait list and added some other ones that were missing (chiefly because they're new and whoever added them didn't think to put them in the separate list). I'm not going to go down the whole list because there's a lot. ## Why It's Good For The Game Admins kept asking why they couldn't make people ventcrawl using VV and now they can. Probably nobody was asking for the other ones but now they can use them. Some of them are even useful. ## Changelog 🆑 admin: Adds some missing traits to the mob trait list in VV /🆑 |