Commit Graph

13415 Commits

Author SHA1 Message Date
SkyratBot
2e3bb5ce31 [MIRROR] You can now pull tails, it makes the person happy! [MDB IGNORE] (#9409)
* You can now pull tails, it makes the person happy! (#62763)

About The Pull Request

You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game

Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog

cl
add: You can now pull on a felinid's tail to make them happy!
/cl

* You can now pull tails, it makes the person happy!

* no

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-12 07:25:19 -05:00
SkyratBot
94c42253b2 [MIRROR] Felinids don't like getting sprayed with water. [MDB IGNORE] (#9399)
* Felinids don't like getting sprayed with water. (#59506)

This PR is an ode to @ Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request

Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.

Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.

PR with permission from @ ninjanomnom
Why It's Good For The Game

Light-hearted fun and a bit of flavour to felinids.
Changelog

cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl

* Felinids don't like getting sprayed with water.

* Yes

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-11 19:09:20 -05:00
SkyratBot
08bd01ea3d [MIRROR] Overhauls job eligibility checking and improves job debug logging. [MDB IGNORE] (#9348)
* Overhauls job eligibility checking and improves job debug logging.

* Fixing conflicts

* Makes Veteran the first check since it's the most likely.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-10 16:39:42 -05:00
GoldenAlpharex
8752612dd2 Fixing the Felinid/Tajaran's ability to land on their feet (#9347)
* Gonna start by enabling it, but we're not done

* Now it works

* Even better

* Makes it better for one level (which is what you will see 99% of the time)
2021-11-11 09:52:26 +13:00
SkyratBot
4881c080bb [MIRROR] Protects blob structures against bolts of animation [MDB IGNORE] (#9364)
* Protects blob structures against bolt of animation (#62690)

* Protects blob structures against bolts of animation

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-10 10:32:28 -05:00
SkyratBot
2543559ec7 [MIRROR] Chimps no longer get grumpy when you hug them or throw things with no throw force at them. [MDB IGNORE] (#9361)
* Chimps no longer get grumpy when you hug them or throw things with no throw force at them. (#62685)

* Chimps no longer get pissed when you hug them.

* Pun Pun no longer hates hat throwing.

* Chimps no longer get grumpy when you hug them or throw things with no throw force at them.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-10 10:25:52 -05:00
SkyratBot
6a3b1385a9 [MIRROR] Cyborgs can now shake up compromised carbons [MDB IGNORE] (#9356)
* Cyborgs can now shake up compromised carbons (#62468)

The Hug Module from Medical and Peacekeeper Cyborgs now removes negative stats (the same as a human) from carbons when used on Mode 1. Put in a simple way, this allows the three referred Cyborg types to wake up and remove stuns from carbons with the use of their Hug Module.

* Cyborgs can now shake up compromised carbons

Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
2021-11-10 10:09:47 -05:00
SkyratBot
d606475976 [MIRROR] Fixes Fall Chance Embed Value on Mending Globules [MDB IGNORE] (#9355)
* Fixes Fall Chance Embed Value on Mending Globules (#62557)

* Fixes Fall Chance Embed Value on Mending Globules

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2021-11-10 10:07:08 -05:00
SkyratBot
4eb10ac1fc [MIRROR] Locker Shoving Re-Reloaded [MDB IGNORE] (#9350)
* Locker Shoving Re-Reloaded (#62618)

* Locker Shoving Re-Reloaded

The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.

* Locker Shoving Re-Reloaded

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-11-09 16:44:40 -05:00
Seris02
985e677b91 [semi-modular] thieving gloves (#8772)
* yeet

* goddamn fucking trailing newline

* edit: I reread the bounty

* leftover from: I reread the bounty

* *more* leftover from: I reread the bounty

* speedup

* here too

* empty commit for linter reruns

* there

* remembered the newline this time

* okay I forgot that
2021-11-09 15:42:28 -05:00
SkyratBot
ad008ecfa6 [MIRROR] Adds logging for all Silicon rather than just Laws [MDB IGNORE] (#9346)
* Adds logging for all Silicon rather than just Laws (#62500)

I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)

* Adds logging for all Silicon rather than just Laws

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-11-09 14:16:27 -05:00
SkyratBot
c9b3accbac [MIRROR] Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby [MDB IGNORE] (#9341)
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby (#62670)

* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-11-09 09:41:43 -05:00
SkyratBot
e598a0dd33 [MIRROR] Beepsky refactor and Bot code improvement [MDB IGNORE] (#9304)
* Beepsky refactor and Bot code improvement

* Feex

* Fixing the maps so they work :)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-08 21:28:35 -05:00
nikothedude
174486a653 [SEMI-MODULAR] Re-implements complete records functionality, my old records on examine PR, implements a exploitables menu, and more! (#9081)
* initial fix (IT DONT WORK AND PROBABLY BREAKS EVERYTHING)

* shit's fucking broken. see dev-discuss

* bleh

* reverts the last commit (i think im new to this)

* haha whoops

* initial

* FIXED IT OH GOD

* hopefully removes all references to alt titles

* fuck

* it would be funny if i stopped fucking it up

* migration, initial

* STREAMLINED EVERYTHING AAAAAAAAA

* organizes da text boxes

* adds a few things i changed in the last rendition

* edit formating,,,,

* i did a oopsie

* Update code/datums/datacore.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fhuujawduj

* hahaha... yes! YES!

* FIXES. EVERYTHING

* fomratting

* Update modular_skyrat/modules/records_on_examine/code/modules/mob/verbs/view_exploitables.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* refactors how it works and tidies up code

* rogue comment

* fixed a potential bug

* modularize

* readme

* i did a FUCKY WUCKY.

* merges the suggestion (but with another tiny change)

* makes it just a little more obvious

* return

* erronous comment

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-08 15:55:50 -05:00
SkyratBot
98428cdfb5 [MIRROR] Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. [MDB IGNORE] (#9298)
* Replaces a portion of C-style for loops with the more commonplace for loops, which are faster.

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-08 10:50:29 -05:00
SkyratBot
5d5428ed6d [MIRROR] Add healing aura component [MDB IGNORE] (#9303)
* Add healing aura component (#62526)

* Add healing aura component

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-08 06:45:41 -05:00
SkyratBot
bef73b445b [MIRROR] Adds yawn propagation [MDB IGNORE] (#9305)
* Adds yawn propagation (#62639)

* Adds yawn propagation

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-11-08 06:43:58 -05:00
SkyratBot
288ba447b6 [MIRROR] Fixes sleeping carp wave kick dealing insane damage + wounds, fixes neckgrab throws not being harder [MDB IGNORE] (#9288)
* Fixes sleeping carp wave kick dealing insane damage + wounds, fixes neckgrab throws not being harder

* Feex

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-07 10:17:05 -05:00
Seris02
99a6fe31f2 [SEMI-MODULAR?][TESTMERGE FIRST] Glow in the dark markings/bodyparts/eyes (#8960)
* FUCKIN WOOO

* much better

* yesssssss

* yeetus deletus the merge conflictus dies

* fug that was an oops

* better

* linters are weird

* woops I erased tesh tails

* better

* wingfix

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-11-06 22:41:29 -04:00
SpaceVampire
3e2796f275 aaa (#9264) 2021-11-05 18:44:33 -04:00
SkyratBot
b49c6519ee [MIRROR] Makes the scream emote sound use a species proc rather than being a long list [MDB IGNORE] (#9241)
* Makes the scream emote sound use a species proc rather than being a long list

* Fixing conflicts

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:43:04 -04:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
5fc2085cef [MIRROR] custom say emotes, or in other words, radio emotes [MDB IGNORE] (#9260)
* custom say emotes, or in other words, radio emotes

* Update code/game/objects/items/devices/radio/radio.dm

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>

* Feeeex

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-05 17:16:58 -04:00
SkyratBot
7b3f9ab32c [MIRROR] Nerfs felipires and dullanids. [MDB IGNORE] (#9141)
* Nerfs felipires and dullanids.

* Feeex

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-05 17:14:02 -04:00
SkyratBot
8fe6b675fe [MIRROR] Deletes a unused spookoween file and the related sound folder. Saves a few features off of it. [MDB IGNORE] (#9242)
* Deletes unused spookoween file and the related sound folder. Saves what can be saved. (#62518)

* Deletes a unused spookoween file and the related sound folder. Saves a few features off of it.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-04 07:09:27 -04:00
SkyratBot
004b09f71c [MIRROR] uses cooldown system for vampire drain [MDB IGNORE] (#9213)
* uses cooldown system for vampire drain (#62460)

* uses cooldown system for vampire drain

Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-02 19:16:52 -04:00
SkyratBot
6a8301da8b [MIRROR] Locker based combat, evolved. [MDB IGNORE] (#9212)
* Locker based combat, evolved. (#60000)

* Locker bullying, reloaded.

* Start work on refactoring the whole gosh damn thing

* I'm stuck.

* Checkpoint

* Restart work: Lets get this scrap to compile

* Workin on it, having to swtich back to walls project

* Revert "Restart work: Lets get this scrap to compile"

This reverts commit baa1814fd1ed2c86f2009a54a90d9306264762fc.

* Compiles (Check), Signals are backwards (Fix)

* 90% complete yet again I have grown powerful

* I HAVE GOT IT WORKING PERFECTLY

* Removes a small part of commented code

* Perfection*

* Locker based combat, evolved.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-11-02 23:12:40 +00:00
SkyratBot
93b3bdc347 [MIRROR] Shapeshift code improvement (+vent gib fix) [MDB IGNORE] (#9208)
* Shapeshift code improvement (+vent gib fix) (#62444)

* fuck

* Update shapeshift.dm

* fuck it, just check if the old body is in the vents before swapping.

* Shapeshift code improvement (+vent gib fix)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-11-02 23:11:30 +00:00
SkyratBot
7d9468819c [MIRROR] Changes the organic slurry mechanics to contain the slurry within the rat. [MDB IGNORE] (#9138)
* no more easy slurry (#62330)

* Changes the organic slurry mechanics to contain the slurry within the rat.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-11-02 15:29:44 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
SkyratBot
5c299e617a [MIRROR] brain washing now cures up to lobotomy tier traumas [MDB IGNORE] (#9191)
* brain washing now cures up to lobotomy tier traumas (#62426)

About The Pull Request

brain washing cures up to lobotomy tier traumas, instead of surgery
Why It's Good For The Game

if you wash a brain you already surgeried it so its kinda pointless, now the funny very rare item can also be useful and it encourages doing brain washing, leading to more rp opportunities
Changelog

cl
balance: brain washing now cures up to lobotomy tier traumas
/cl

* brain washing now cures up to lobotomy tier traumas

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-11-01 22:28:26 -04:00
SkyratBot
11fe691c67 [MIRROR] Allows pAI's to print photographs for 10 ram [MDB IGNORE] (#9182)
* Allows pAI's to print photographs for 10 ram (#62462)

## About The Pull Request
Allows PAI to access a newly inbuilt bluespace printer at the cost of some processing power being diverted to mine for cryptocurrency.

## Why It's Good For The Game
Pai's are perfect travel buddies, but its a shame they cant print out their memories to share with their master. Well now they can! Simply take a picture, select the "Printer" button, and (optionally select an image if multiple are available) Presto! Instant picture. No toner required, its ported directly from an automatic nanotransen printer! Of course, some ram is actually being used for crypto mining for pure NT profit, but who cares? Pictures!

* Allows pAI's to print photographs for 10 ram

Co-authored-by: Len Kagamine <xboxmaster2000@hotmail.com>
2021-11-02 00:20:23 +00:00
SkyratBot
6637bbbdfb [MIRROR] stops aheal from deleting all restraints in target's inventory [MDB IGNORE] (#9179)
* stops aheal from deleting all restraints in target's inventory (#62476)

fixes a corner case with an often used admin command

* stops aheal from deleting all restraints in target's inventory

Co-authored-by: phasenoisepon <82134074+phasenoisepon@users.noreply.github.com>
2021-11-02 00:20:17 +00:00
SkyratBot
659cef79e6 [MIRROR] Vampire and Dullahan can be config enabled [MDB IGNORE] (#9161)
* changes vampire and dullahan to be config enableable (#62357)

Dullahan and Vampire had some trace of old shitcode that the other Halloween races didn't, preventing them from being added to the config for cases like early Halloween

* Vampire and Dullahan can be config enabled

Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
2021-10-31 22:34:06 +00:00
SkyratBot
a31e4bedfa [MIRROR] Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! [MDB IGNORE] (#9131)
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)

While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.

* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-10-29 21:07:21 +01:00
SkyratBot
bf30153a12 [MIRROR] Few minor runtime fixes [MDB IGNORE] (#9116)
* Few minor runtime fixes

* Fixing merge conflicts

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-29 11:35:52 -04:00
SkyratBot
b6ffb1e31b [MIRROR] Refactor /turf/var/intact [MDB IGNORE] (#9114)
* Refactor /turf/var/intact (#62331)

Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.

* Refactor /turf/var/intact

* Thank

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-10-30 00:19:21 +13:00
SkyratBot
7954d664a8 [MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* removes double spaces before symbols (#62397)

This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.

* removes double spaces before symbols

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-29 04:14:00 +01:00
SkyratBot
1d1ad74afa [MIRROR] Removes whitespace from two filenames [MDB IGNORE] (#9094)
* Removes whitespace from two filenames (#62382)

Renames ice demon.dm -> ice_demon.dm
Renames ice whelp.dm -> ice_whelp.dm

* Removes whitespace from two filenames

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-10-28 13:00:25 -04:00
SkyratBot
b88b41ceb7 [MIRROR] Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. [MDB IGNORE] (#9089)
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)

About The Pull Request

If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)

Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game

Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.

This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog

cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl

* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways.

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-10-27 20:09:22 -04:00
SkyratBot
fad38d8c24 [MIRROR] Adds the ability to soft filter words, also fixes some word filter bugs [MDB IGNORE] (#9062)
* Adds the ability to soft filter words, also fixes some word filter bugs (#62158)

* Adds the ability to soft filter words, also fixes some word filter bugs

* Fixing linters (you're welcome Jake!)

* Punctuation is my passion!1!!111!

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: GoldenAlpharex<jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-27 20:06:23 -04:00
SkyratBot
53e3f47490 [MIRROR] Fixes emag ethereals, also ensures mutcolor is used properly [MDB IGNORE] (#9076)
* Fixes emag ethereals, also ensures mutcolor is used properly (#62088)

* Fixes emagged ethereals not working

* Ensures mutcolor is properly treated as something without # ahead of it

* gI take it all back (Someone else went in a different direction then me wth mutcolor, adding the sharp instead
of removing it. Just gonna roll back my unneeded stuff. Oh also I found an issue in spraytans, cleaning that up too

* Fixes emag ethereals, also ensures mutcolor is used properly

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-27 17:22:15 +01:00
SkyratBot
b7e9a0838b [MIRROR] Fixes corgi hats stuck to them forever & SAVES HALLOWEEN [MDB IGNORE] (#9070)
* Fixes corgi hats stuck to them forever & SAVES HALLOWEEN (#62318)

About The Pull Request

Corgi hats used to resist any attempts at removing them from the corgi wearing said hat. This fixes that.
Also fixes #62297 by giving carved pumpkins and blumpkins their own dog_fashion datums.
Why It's Good For The Game

Corgis are now no longer stuck to wearing one hat. Spookifies Ian for Halloween with two amazing pumpkin hats.
image
Changelog

cl
expansion: Spooky headless corgi spirits have been sighted across the Sector!
fix: fixes hats glued to corgis' heads when dressing corgis up
/cl

* Fixes corgi hats stuck to them forever & SAVES HALLOWEEN

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
2021-10-27 17:21:15 +01:00
SkyratBot
36283fe8fd [MIRROR] Ethereals now have their own lungs and electrolyze breathed water vapor [MDB IGNORE] (#9068)
* Ethereals now have their own lungs and electrolyze breathed water vapor (#62197)

* Ethereals now have their own lungs and electrolyze breathed water vapor

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
2021-10-27 17:20:58 +01:00
SkyratBot
f8cf98a783 [MIRROR] Don't remove stamcrit on stronger stat [MDB IGNORE] (#9065)
* Don't remove stamcrit on stronger stat (#62335)

Any time update_stamina was called, such as being reduced by 0.3 while
unconscious, it would check to see if stat was set. If so, it would then
immediately remove all stamcrit traits, even if these traits were not set
to expire before whatever was causing the stat did.

This allowed players to enter a very brief unconscious period with
the *collapse emote, which would immediately override and remove stamcrit
traits, and be able to move around and act freely as soon as the very
short emote induced unconsciousness finished.

Don't ask how long it took to track this down.

Fixes #61890.

* Don't remove stamcrit on stronger stat

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-26 19:02:51 -04:00
SkyratBot
4af80f5a49 [MIRROR] Allows ethereals to have beards [MDB IGNORE] (#9064)
* Allows ethereals to have beards (#62321)

Adds the FACEHAIR species_trait to code\modules\mob\living\carbon\human\species_types\ethereal.dm
Tested, works as intended.

* Allows ethereals to have beards

Co-authored-by: Likteer <68878861+Likteer@users.noreply.github.com>
2021-10-26 19:00:55 -04:00
NotRanged
143dea00eb [Semi-modular] Adds Teshari (#8663)
* Initial commit, first PR added, small sprite tweaks done myself

* hardsuit tail sprite and more modifications

* Language and stuff, most of second PR

* idk what I did here because I slept between commits but probably a lot

* Adds many many matrix coloured earsprites fuck me this was a lot of work

* Species page, body markings and final cosmetic changes

* Small tail tweak

* Small clothing sprite tweak

* Linter: trailing newline

* schechi icon made, code clothing moved to modular/master file

* Some suggestions implemented

* Comments etc

* snake_case

* Changes var names, rejects body size modification

* again but properly this time

* Moves clothing pixel stuff into defines

* Quirks can be restricted for some species now

* And now it actually works

* Move to modular file

* removes species quirk stuff

* Fixed Schechi

* Fixes 0 damage punch, made a husk sprite

* improves clothing sprites, fixes offsets of 'certain' bodyparts... :/

* Nevermind, it just doesn't work, no dicks for you

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
2021-10-26 17:28:13 +01:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
SkyratBot
be35f9e0a4 Über Kommen Sie (#9050)
* ubercume

* Update arousal_system.dm

* Update arousal_system.dm

* kill me pleaase

* Update arousal_system.dm

* Update arousal_system.dm

* bad sound touch
2021-10-26 04:38:38 +01:00
SkyratBot
82e5f9571f [MIRROR] Re-organizes robot defines file [MDB IGNORE] (#9030)
* Re-organizes robot defines file (#62223)

It currently looks like a mess, I tried to mess with it locally and it bugged me how jumbled up everything is.
I moved all the main defines that affects all bots at the top, and the rest organized by bot.

* Re-organizes robot defines file

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-25 13:44:29 -04:00