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c080b83c41c5a6fb30eb519449e8365200b51ee4
1329 Commits
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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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531486b995 |
Curator LIVE Journalism (#86046)
## About The Pull Request The first Curator now spawns with a **Broadcast Camera**, a normal-sized item that can be wielded to start a live broadcast to all entertainment screens across the Station! It also broadcasts sound through a new Entertainment radio channel that can be spoken into by the Curator. The broadcast name can be changed by right-clicking the camera. <details> https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a </details> Also adds a new clothing set to the Heroic Beacon of the Curator themed around Journalists containing some unique clothing, a microphone, a Press badge used for shoving into people's faces and crafting more clothes (like Press armor and helmet), and also a set of 1 TV and 1 entertainment radio in-case station does not have places to watch Curator's brilliant broadcasts.  ## Why It's Good For The Game The job of Curator has 3 things it can do: - Curate Library (lol) - Explore Space - **Create News!** Although the Curator does have extended access to the Newscaster - that's not enough of content. Inspired by the Combat Correspondent from the Colonial Marines server - Curator now has a **Broadcast Camera**! Using it they can show the station what the most important matters that are going on without lifting the butts of their comfortable chairs. No matter what Curator will report: Security raiding Medbay? Interviews of Cargo Techs complaining about Command? Maybe even shows produced in a studio? Anything really! Also, entertainment screens will get more use, as right now they only _sometimes_ broadcast Bitrunning avatars and nothing else unless admins mess with them. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Curator has received a new BROADCAST CAMERA which can broadcast the surroundings LIVE on Entertainment Screens/ Alongside with some other Journalism related gear in his Heroic Beacon sound: Entertainment screens now play muffled speech when hearing a message on Entertainment frequency /🆑 |
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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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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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7fcfc9dc1c |
Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279)
## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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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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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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ed2f017923 |
Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic template + color sampling. Icons are cached relatively aggressively, like female sprite variations. So no need to worry about that. The result: All of these sprites with only **3** icons added (the base template, and the masks) Obviously it's not perfect - some of the sprites (like the engineer's jumpsuit) lose some "luster", but it does the job if I do say so myself.  Only applied to undersuits, for now. ## Why It's Good For The Game - Allows Lizards to show off their handicap, rather than hiding it or necessitating they use skirts. - (Ideally) leads to an uptick in Digitigrade abuse (due to being easier to identify), which is also a net positive. - Implemented without any common issues revolving alt bodytype clothing sprites (those being maintainability and sprite bloat) ## Changelog 🆑 Melbert add: Auto-generated digitigrade clothing sprites for most jumpsuits /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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34aa2bc50e |
Paraplegics can choose to not have legs. (#85716)
## About The Pull Request This is a bounty that was made by ophaq, and claimed by me. Gives paraplegic the option to be an amputee, and appear on station without their legs. They are still paralyzed, so no amount of mechanical legs is gonna let them walk again. ## Why It's Good For The Game Character customization is a good thing and lets people make their little characters suffer in new ways, this one in specific *actively lowers your max HP*, which is gonna certainly be fun. ## Changelog 🆑 qol: Paraplegics can now opt into appearing on the shift without their legs. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4273fc9dd9 |
idle basic mobs can plan again (#85348)
## About The Pull Request idled basic mobs now instead of completely shutting off, will be delegated to a much lower priority subsystem to do their planning. ## Why It's Good For The Game Mobs can now perform their functions without needing players to be nearby in a way that doesnt starve other subsystems. this allows animals such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend plants (and many others) without needing any players nearby ## Changelog 🆑 fix: idle basic mobs will now plan behaviors rather than completely shut down /🆑 |
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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 /🆑 |
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3b364b1cea |
Mining MODsuit sprite changes + balance (#85353)
## About The Pull Request Slightly slimmed down the helmet, changed belt into plates, recolored brown parts to blue and added a few more glowy bits to the mining MODsuit.  Here's what it looks like currently  Mining MODsuit now hides belts, has THICKMATERIAL while active and got large capacity storage. Eating apparatus no longer has an on-person sprite. Adjusted drill module active sprite to actually fit on your hand instead of being slightly to the side. ## Why It's Good For The Game Currently the MOD looks a bit goofy, I tried making it a bit more streamlined without removing the bulk and look of a reinforced explorer exosuit. Belts are hidden for the sake of visuals, as almost all miners wear riggings which do not fit with the MOD spritework at all. While inactive it has THICKMATERIAL but for some reason loses it when activated, which doesn't make much sense. Its a thick, armored spacesuit. Eating apparatus isn't a module that people around you need to be acutely aware of, nor did it look particularly good. I tried respriting it but there's not much to be done with 12 pixels worth of space. Large storage is a rather impactful change - currently only loader and advanced (CE's personal) MODs have it, and more can be printed after researching advanced engineering MODsuit designs (from my experience, usually done by ~40 minute mark). Storage space is a very important aspect, and mining MODs already have high competition with ash drake and H.E.C.K. armors. Having less storage makes them a weird sidegrade, arguably even a downgrade, to roundstart explorer gear that has been upgraded with plates; its only real advantage is being able to pass through lava and freeing a pocket previously occupied by your ore satchel due to arcmining nerfing its main purpose (ore mining). While this still is technically worse than roundstart backpacks, this should allow them compete with with other equipment in terms of usability. ## Changelog 🆑 balance: Mining MODsuits are now considered thick clothing and gained expanded storage. image: Mining MODsuits got a slight glowup and hide belts now /🆑 |
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de5c9f5820 |
Heart eater wizard perk no longer works activates on organs that haven't been used before (#85367)
## About The Pull Request Closes #85364 Organs now mark themselves after being removed from someone, which is that the perk checks for ## Changelog 🆑 fix: Heart eater wizard perk no longer works activates on organs that haven't been used before /🆑 |
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2535df375d |
Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑 |
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a89673b68d |
Making fishing a bit more bearable. (#85326)
## About The Pull Request Ok, I've had a bit of false memories about fishing being easy. It's actually tough. It also has some issues that I didn't completely understand until very recently. First of all, I thought anything that count as a bait would be good enough for fishing, but it turns attaching a raw meatball doesn't remove dud chances from fishing spots. Having finally played with the feature enough, I came to realize it's quite dumb to have something like that IF you have a bait regardless of quality. We have other ways to handle bait related stuff. Second, I've lowered the time to raise a lobstrosity slightly. Waiting 20 minutes to get an adult one is a tad much if you add in all the prep needed for it. Conversely, I've also increased their feeding frequency. I think they should eat a bit more than once every 15 minutes to survive. 10 should be ok. I've also halved the reproduction timeout for the sludgefish. When I first added it. I didn't take in consideration I'd have later have made it so newly spawned fish would be on cooldown for double the standard duration. The abstract fishing rod that "profound fisher" mobs use now comes with the same omni-bait advanced fishing rods use, so that they can catch all kind of fish with less bad RNG. Buffed the fishing skill a bit. Aquariums that unanchored (except pre-filled ones) and do not auto-connect to plumbing; ferer issues if you were to build one near the toilets. They alo have the 'enable breeding' enabled by default. I've also re-increased the deceleration of the minigame bait. Making the controls less slippery. ## Why It's Good For The Game I've been suffering from some Mandela effect about fishing. It's definitely more challenging when the server isn't shitting the bed. ## Changelog 🆑 qol: Aquariums start unanchored and don't autoconnect to plumbing. Their reproduction prevention is also disabled by default. balance: Made it a tad easier to control the bait during the minigame. Buffed the fishing skill. No fishing duds at all when using ANY bait. balance: Chasm Chrabs take less time to grow into Lobstrosities but need food a bit more frequently. balance: "Profound fisher" mobs will have less RNG-dependant time fishing. fix: You can now ACTUALLY interact with other things while fishing if the fishing rod isn't in your active hand. /🆑 |
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71c35b60ff |
Maintenance ambience (#85256)
## About The Pull Request Sounds: https://github.com/user-attachments/assets/8e384d9f-44b0-4f67-9dd0-ef2c037c6d69 https://github.com/user-attachments/assets/2334136c-aada-483f-a0c1-d129bd536d3a https://github.com/user-attachments/assets/1c103424-5dc7-4aa0-bd26-c6d7bde335de https://github.com/user-attachments/assets/6809903b-6714-4249-ad64-86dd6c7142e7 https://github.com/user-attachments/assets/753062a7-0292-41ec-a335-4ac065969b22 https://github.com/user-attachments/assets/c186aa8f-4dc3-4dab-be38-72b0079eae0c ## Why It's Good For The Game Soundwork contributes to horror greatly and maints are the horror part of space station 13, these sounds should make them a bit more creepy. ## Changelog 🆑 grungussuss and Kayozz sound: more maintenance ambience has been added /🆑 |
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5b23db8a2c |
Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension (#85330)
## About The Pull Request This PR prevents players from opening a BoH tear in the Heretic dimension areas. It also introduces a new area flag, "NO_BOH", which can be added to areas to replicate this behavior. ## Why It's Good For The Game This prevents the (very unlikely) edge case that someone manages to open a BoH tear in one of the funny hand rooms, which is bad not only because it fucks over anyone else who gets sacrificed, but could also interfere with other things on that z-level (shuttles, other Lazy Template areas, etc). Messing with some new code here, so if there's better ways to handle this, by all means, chime in. This is a much more elegant method than just banning anything but the station. ## Changelog 🆑 Vekter fix: Fixes an exploit that allowed players to open a Bag of Holding rift in the Heretic dimension. /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
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bab0287356 |
Mining headset upgrade - Callouts and volume boosters (#85008)
## About The Pull Request  Shift + middle clicking while wearing a mining headset will open a callout radial, after moving your mouse over one of the options a callout emote will appear where you pointed (No need to click on the radial button). Callouts have a 3 second cooldown to prevent spam and glow in the dark due to how dark lavaland is (normal point emotes do not) There are 6 options: pointing, danger, attack, mine, defend and reposition. Your callouts are colored in your runechat color. This is done via a component so later if needed it could be added to other headsets/mobs/items. Callouts also can initiate basic mob orders, being a better way to command your minebots in combat. Additionally, they also boost your speech back to normal levels in low-pressure environments, ensuring that your runechat is still nice and readable. ## Why It's Good For The Game This would make coop mining much more enjoyable, as stopping to type mid-fight is more often than not a death sentence on lavaland. With arcmining's vents cooperating is actually beneficial, and I feel like we should incentivize miners to do it more often by providing them with tools for it. ## Changelog 🆑 add: Mining headsets now allow you to make callouts via pointing. You can use them to communicate with fellow miners or order your army of bots and raptors! add: Mining headsets keep your voice loud and clear in low-pressure environments (not vacuum!) /🆑 |
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b99de8cb9c |
Refactored the on_hit_effect into an element. (#85034)
## About The Pull Request on_hit_effect is now an element, which uses signals instead of callbacks. ## Why It's Good For The Game Easy peasy almost lemon squeezy. It's a good thing that I had made the AddElementTrait proc so we can manage multiple sources of a common element. It's much better to use signals than callbacks for components and datums with several possible sources, kinda like how it's been donw with the relay_attackers element. ## Changelog N/A |
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c91c50f937 |
You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs. First of all, you've to get a live chrab, an aquarium, and some fish feed. Second, you place the chrab inside the aquarium and turn the 'allow breeding' settting on (should probably rename it to a more apt name now). Keep the chrab well fed, and possibly with some friends and props in the same aquarium until it develops into a hopefully calm juveline lobstrosity and plops out of the aquarium (it can take some time). From there you can tame it by feeding it its favorite food: arms and lavaloop fish, and wait another dozen minutes for it to mature into a fully grown lobstrosity. Juveline lobstrosities are basically smaller and weaker lobstrosities, if not slightly faster in some ways. Unlike their taller counterparts, they can be tamed. Once done so, they'll retain their tamedness once grown up. Regardless, tamed lobstrosities can be given the pet command to fish for things by pointing at them. Thanks BenMatrix for the profound fisher component, woo. The chrab's weigth and size influence the growth speed of the first stage faster, meaning bigger chrabs (may require crossbreeding) will turn into juveline lobstrosities quickly. Amongst other things influencing the resulting mob are fish traits: Several traits have been given effects that apply to the mob, such as nocturnal regeneration, being venomous or being able to fly akin space carps. Also a new one that prevents the resulting lobstrosity from fully developing Now tested. ## Why It's Good For The Game I'm building upon fishing and aquarium stuff, which has been an interest of mine in a good while, though most of it doesn't have that many practical uses, I'm slowly trying to make it cooler, and chasm chrabs growing into lobstrosities is pretty much in line with the fluff texts for the fish. Eventually I'll have to add tips inside fishing toolboxes, otherwise people won't know even half of it. ## Changelog 🆑 add: You can raise lobstrosities from chasm chrabs inside an aquarium with the 'allow breeding' setting on. Keep the fish well fed, healthy and not lonely if you don't want an hostile one. add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums, xenobio too) can be tamed with arms and lavaloop fishes. add: For lobstrosities grown from aquariums, they can have additional effects based on the fish traits they had in the aquarium, like being venomous or even flying. /🆑 |
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c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
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2c0f5d181a |
Datumizes pod types (#85033)
## About The Pull Request Changes supply pods to use datums instead of a massive nested list to store data and index defines as styles. Complete feature parity. ## Why It's Good For The Game this is nightmare fuel to work with  and this is a sin against nature and god   ends up as  which is ??? Using a nested list to store pod data is a very bad idea, it has horrible formatting, is unreadable without having index defines open in a second tab and is not extendable. And as you can see above, if someone added another pod type before 14th everything would break because other pod type lists **__only have 8 elements__** instead of 10 like the seethrough one does. ## Changelog 🆑 refactor: Pod code now uses datums instead of being a huge nested list /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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c261389549 |
Adds Untie Shoes, a 1-point wizard spell. (#84880)
## About The Pull Request Added Untie Shoes. This is a wizard spell that's seemingly weak but has some power under the surface. The first level unties, then knots shoes. The second level allows you to tie jackboots and the like. The third level allows you to summon shoes if the target has none. And, for the true pranksters out there, the fourth level makes invocations silent and gestureless. Also, it always slows noncarbons down a bit. It's also given to clowns after Jubilation, and the wizard themself, at max level for the latter, if they dont have it already. ### Why would you ever pick this?? Knotted shoes make the wearer unable to walk without being stunned and tripping on the floor. Let that sink in! Anyone hit twice by the spell is forced to crawl around or risk stepping on broken glass. Worse, they need to go through a looong process to untie their shoes to even drop them. This spell has infinite range, although casting from beyond screen range or through zlevels multiplies the cooldown by ten, which is excellent for softening up targets. It's a 1-point, ranged, supportive spell with low cooldown, which makes it excellent as a deterrent for harassing wizards at long range - something they often lack answers to. It's great for whittling down antimagic charges. It's funny. ## Why It's Good For The Game This spell is silly, comical, yet also very versatile and adds a rather large amount of depth to Wizard while also expanding on shoe knotting, which is inherently funny and rarely looked at. I also wanted it to work through camera consoles because that's EXTREMELY funny. The long cooldown should prevent it from being too annoying. ## Changelog 🆑 add: Adds Untie Shoes, a 1-point wizard spell. It can be upgraded to untie jackboots, summon shoes to untie, and become completely silent! /🆑 |
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2672a93c66 |
Voidwalker Balancing, Fixes and Additions (#85045)
## About The Pull Request Balances - Stops voidwalkers from breaking glass at all, and throwing items Voidwalkers started using spears to break electrified windows to space area's. Throwing bypasses too many safety checks, and shouldn't be their main means of combat either way - No hitting anyone in crit Voidwalkers were using weapons to try and kill as many people as possible without kidnapping - Only able to pull people Voidwalkers were dragging bags around with a personal armory. It also just looks goofy as hell - Increases space dive enter to 3 seconds (from 2) and decreases space dive exit (from 2 seconds to 1) The original value was pretty fast, and is being used to slip out of combat if anyone ever comes after them. This is intended to a certain degree, but it was a bit too strong - Void Eater becomes blunt during use, needs kidnappings to refresh Yeah... For some it's being used as a murderbone antag, forgoing kidnappings completely. This change makes murderboning significantly more difficult without bothering good faith players. It goes from 25 damage to 15 in 0.5 damage increments. This slightly decreases take-down potentially against people with low-mood, but clicks that go SCRUNGE release dopamine so it balances - Gives voidwalkers chunkyfingers, preventing stun baton and gun use Voidwalker originally had this, but I figured I'd keep it out to give people to freedom to be more opportunistic in combat, but a significant portion defaulted to getting a stunbaton as quick as possible so they could avoid engaging in actual combat - Removes eye slots They're already flash immune. People don't know this so they're all rushing sunglasses. It just looks weird when the space monster is wearing glasses :/. They can still wear scarves if they decide to be fashionable - Void eater applies 10s of NODEATH Yeah fuck it why not? It also prevents succumbing and takes out a lot of cheese - Removed Voidwalker armor They had 10% brute and 20% burn armor. I didn't really think much about the original change, figured they'd be too weak otherwise, but turns out they're sufficiently strong and this kinda deviates from the intended "ambush antag" by making them stronger in sustained combat - Voided go to a safe turf instead of a random one Actually just a mistake on my part. Dumping mute people in the turbine plasma burn chamber is cruel, even for a coder Fixes - The Unsettle ability line of sight didn't check for line of sight :/ Addition: - Gives Voidwalker telepathy. I originally kept it out because whatever but honestly I think it's fine and gives them the chance to communicate if they ever need to. I've also given the abilities it's own sprite and background cause good vibes ## Why It's Good For The Game The original testmerges I spectated went very well! I had it testmerged on Terry and the rounds where I observed were played in very good faith and played a spooky antag incredibly well. I've also seen others play incredibly fun rounds! It seems to have gone downhill a bit though (or Terry is high-RP?). I've observed a few rounds on other servers and the way it's played is not great. I originally kept as little handrails as I could as to give people the most freedom possible in playing the spooky antag, but some people dissappoint me so, so incredibly deeply. It's just been merged but I'm already seeing players ignoring kidnap mechanics in favor of roundremoving as many people as possible, giving up any semblance of stealth in favor of carrying around mini armories. Another spent it's time breaking windows to vent as much of the station as possible. I also knew it would happen, but not this much. I probably should've had this PR up a bit sooner but I've gotten really into Hardrock TerraFirmaCraft (seriously it's _sooo_ good). I can keep going "Argh, players!!" but honestly I've been incredibly naive. These set of balance changes set out to cripple gameplay optimizers while leaving good faithed players unaffected for the most part, bringing it closer to the original design doc I wrote and away from just being another murderbone machine ## Changelog 🆑 add: Gives voidwalker telepathy fix: Fixes the Unsettle ability ignoring line of sight (which was it's sole gimmick, im just dumb) balance: Voidwalkers cannot break windows anymore or throw objects balance: Voidwalkers can no longer harm people in crit balance: Voidwalkers can only pull mobs balance: Voidwalkers' space dive enter has been increased by 1 seconds, but dive exit decreased by 1 second balance: Void eater becomes blunt during use. Kidnap people to refresh it balance: Removes voidwalker glasses slot balance: Gives voidwalkers chunky fingers balance: Voidwalker applies NODEATH on hit balance: Voided victims get dumped in safer places /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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9cdea961cc |
Refactors projectile parrying and makes it actually possible. (#84973)
## About The Pull Request Due to how projectile code currently operates its (almost) impossible to parry projectiles and completely impossible to projectile boost them, as they move away from you instantly after being shot. Parrying others projectiles requires them to be slow enough and to land on a tile right in front of you on their last move of their tick, as else they instantly hit you. I moved parrying component from being on user to being on projectiles themselves and added TRAIT_MINING_PARRYING which allows users to actually perform the parries. This allows me to get rid of parry code existing on all projectiles and add a "grace period" mechanic - now you can parry projectiles by clicking on any turf they moved through in the last 0.25 seconds. Parrying actually runs when projectiles hit you if you clicked on the correct turf during same grace period timer. This also acts as lag compensation, allowing players with high ping to utilize this mechanic. Projectile boosting occurs when you hit a tile the projectile moved through in first 0.25 seconds of its existence. Parry also occurs on click instead of attack_hand due to this, so you can parry projectiles while holding your accelerator/crusher/resonator(what even?) - which is also important to make projectile boosting possible as firing sets your click cooldown - making attacking the turf impossible (another roadblock on ultrakill players' path) Projectile boosting now grants x1.5 damage multiplier and +40% speed instead of x1.15 and +20% like parrying, since its significantly harder to perform. Crusher projectiles now can be parried/boosted. Crushers are ***the*** badass miner weapon, but they weren't possible to boost - probably because it'd be pointless due to their lack of damage. Now boosting a crusher blast gives it 10 damage, +3 range and makes the mark it applies always count as backstab for additional style (although doing so is very tricky due to speed/range) Crusher marks are now a STATUS_EFFECT_REFRESH effect and no longer per-user. This means that anyone can blow up anyone else's mark and applying new ones refreshes the timer. Trophy effects of the person who detonated the mark are the ones actually applied. also cleaned up pixel_move a bit ## Why It's Good For The Game Parrying refactor - parries are a very cool mechanic which is almost impossible to execute in-game (and boosting is physically impossible) and even if "fixed" would require perfect server performance and single digit ping. Making them slightly easier to execute and adding a grace period will allow more players to utilize it and also make it possible to do parrying/boosting on highpop. Boosting damage/speed buff - Boosting is harder to perform, and while with parrying damage/speed is a nice bonus to the fact that your face doesn't explode outwards from a death bolt, for boosting its the only reason why you'd do it (beyond style points) Crusher boosting - Crushers are more often used by skilled miners as they are a high risk/high reward weapon. Them not being boostable is rather disappointing as boosting is supposed to be a thing for extremely skilled miners to do, essentially turning crushers into deadweight for those who wanted to use style meters. Unified crusher marks - Mobs being able to have multiple crusher marks made fighting very confusing for rare coop crusher miners, as you weren't able to tell if you could detonate the mark or not. This should make coop fighting more viable as marks can now be comboed if you have good cooperation with your teammate. ## Changelog 🆑 refactor: Refactored parrying to be projectile-side and not user-side. add: You can now parry crusher projectiles to give them some more range, add damage and make the mark always count as a backstab. add: Projectile parrying has been significantly improved, making parrying and boosting projectiles actually possible. Includes a small grace period as lag compensation for players with higher pings. balance: Crusher marks can now be detonated by any crusher, not only the one that applied it, as to incentivise coop mining for crusher users. balance: Projectile boosting now gives a significantly bigger damage and speed increase /🆑 |
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dfb12f91d6 |
HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits (#84984)
## About The Pull Request Currently if you want to apply a HUD you usually add both its trait and the HUD itself. Only exceptions are things like simplemobs where you should avoid adding the hud trait since it adds security/med DB access and such, but there is no cases where you'd want to apply the trait and not apply the hud. Requested by Melbert about a week ago.  ## Why It's Good For The Game This makes working with HUDs significantly easier, as you no longer have to bother with manually adding/removing them. Also potentially removes an edge case where if your hud could get removed while keeping the trait. ## Changelog 🆑 refactor: HUD traits now apply their corresponding hud automatically /🆑 |
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34f3f479ae |
Small hulk cleanup / nukes TRAIT_IGNOREDAMAGESLOWDOWN (#85003)
## About The Pull Request I was investigating a bug with hulk in which using it while damaged doesn't put you back on full speed I noticed `TRAIT_IGNOREDAMAGESLOWDOWN` on its own was subtly broken, in that it did nothing if the user did not call `updatehealth` afterwards And guess what, most (if not all) uses of the trait did not do this, so it never applied correctly So I nuked the trait entirely, made all uses of it use the same thing morphine uses (`/datum/movespeed_modifier/damage_slowdown`) And since I was auditing this I saw the ball module was broke, it removed the immunity but never added it. Quick fix I also cleaned up some Hulk stuff while I was in the area because I was in the area. I removed all instances of `check_mutation` and replaced it with trait checking because it made more sense. I also also fixed a bug with the simple flying element never removing on detach because I touched something that uses it for the above change. ## Changelog 🆑 Melbert fix: Using hulk (and a myriad of similar effects) now properly updates your movespeed to ignore the damage movespeed penalty fix: Some things which temporarily make you fly don't make you fly forever fix: MODsuit ball module now properly makes you immune to damage movespeed penalty when in ball form fix: Adding Hulk via VV dropdown doesn't default to adding the strongest hulk available (that which is used by the medieval pirates) /🆑 |
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a378fea3e0 |
Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)
## About The Pull Request Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. Adds sprites for security and tackling gloves, moves tackling to right-click! Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. Sprites here:  Moved tackling to right click. ## Why It's Good For The Game > Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. Didn't make any sense that normie gloves had these. It was an undocumented feature! Why can jannies fast cuff! > Adds sprites for security and tackling gloves, moves tackling to right-click! Really smells that these don't have sprites so I quickly slapped some up, edited from tackler and CE insuls. > Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. We can't have blue sec with red gloves!!! > Moved tackling to right click. It's so fuckin annoying to accidentally tackle when you're trying to throw something. It's the biggest thing that prevents me from putting on gloves. Now it'll rarely, if ever, be a problem: Pressing right click while thowing mode is on is unlikely to ever happen accidentally. ## Changelog 🆑 add: Added security gloves, which have the fast cuff trait. Normal black gloves no longer have them. imageadd: Adds sprites for security and tackling gloves, moves tackling to right-click! imageadd: Also added blue security gloves for the blue sec PR. Whoever merges it first will, assumedly, add it then. qol: Moved tackling to right click. /🆑 |
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1f65065ec0 |
Allows humans with a robotic voicebox installed, MMIs, and posibrains to use silicon emotes, and simple/basic bots to beep (#84912)
## About The Pull Request ### EDITED, see spoiler for previous about section. This pr adds the `TRAIT_SILICON_EMOTES_ALLOWED`, which is now used to determine what can perform silicons emotes instead of typechecks. We do this by adding a `trait_required` var to emotes, which if set is checked for in `can_run_emote(...)` and means the mob must have that trait to use the emote. We then adds this trait to all of the mobs previously capable of using silicon emotes and the beep emote, being: All silicons, basic bots, simple bots, orbies, and brain mobs. In addition, we add the trait to robotic voicebox users. Finally, it makes beeping a silicon emote. What this changes is that robotic voicebox users can beep and use other silicon emotes, basic and simple bots can actually beep, sentient orbies could use other silicon emotes, and brains can beep and use silicon emotes. Previously brains where on the allowed types list for beeping, but living emotes also blocked brains generally, so they couldn't _actually_ beep. <details> <summary>Previous About Section</summary> All this really does is add a new trait, `TRAIT_SILICON_EMOTES_ALLOWED`, which when given to a human allows them to use silicon emotes. It does this by adding the `/mob/living/carbon/human` type to the allowed types for these emotes, but then adding an additional check to `can_run_emote(...)` for these emotes to block it for humans if they don't have the trait. We add it to the typecache because the base checks for `can_run_emote(...)` would block if not for that, but we _do_ want the other checks it runs. </details> ## Why It's Good For The Game I just think it'd be fun, really. Like, _I'd_ want to beep at people when I'm going out of my way to augment the shit out of my character. It's an item primarily accessible by roboticists and transhumanists, both of which are encouraged/required to interact with silicons, so I think this'd lead to fun interactions for those that do commit to getting the silicon-speech tongue replacement. Finally, I mean, it's a funky synthesizer that makes you sound like a silicon. Why shouldn't it let you synthesize these sounds too? Hell, even its attack verbs are beeping and booping already. ### EDITED, additional justification: It's weird for basic/simple bots to be able to use all other silicon emotes except beeping. MMI'd brains/posibrains being able to beep looked intentional, just broken. This fixes that. I feel we might as well just allow them to use other silicon emotes while we're at it. |
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2165300a01 |
Adds 9 wizard perks (#83262)
## About The Pull Request Add new spells category for wizards: Perks. perks are not really spells, but useful (and not so useful) improvements for your wizard which provide more variety for builds. https://youtu.be/eeVvUkVE3xQ All perks cost 2 points, they work without wizard’s uniform, cannot refund, effect start only at the station (perks will not work at the wizard’s base). Perk can only be purchased once. 9 added perks: 1. Four Hands - gives you 2 extra hands. 2. Worm Born - on death, wizard turns into a large worm and can no longer return to his previous form.  3. Dejavu - every 60 seconds returns wizard to where he was 60 seconds ago and restores his health to the amount he had 60 seconds ago. 4. Sale Off - When buying something from a book of spells, wizard has a chance not to spend points for the purchase, depending on the purchase price. 1/2/3/4 price chance 50/25/15/10%. You can no longer refund purchases. 5. Gamble - Give wizard 2 random perks. 6. Heart Eater - By eating someone's heart, the wizard has a chance to either increase his maximum HP and stamina by 25 or lose 10 percent of his maximum HP but get a random mutation. 7. Slime Friends - Slimes is your friends now. Every 20 Seconds you spend 50 nutriments to spawn random big angry slime. 8. Transparence - wizard becomes half transparent, any projectiles pass through, but you loses 25% of max HP and you get a stalker who will follow you to the station to kill you. 9. Magnetism - Wizard gain gravitational anomaly that orbit around him, which attracts objects and people. https://youtu.be/gp6ZtTrZu7I ## Why It's Good For The Game Gives the wizard more options to create a fun and interesting builds ## Changelog 🆑 add: new wizard spells category - perks. add: adds 9 wizard perks. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e2b755c728 |
If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827)
## About The Pull Request Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval pirate or highlander). The owner of this trait deals an additional **10-20** (depending on the size of the weapon) damage to the enemy by throwing a gun, and also knocks them for 0.5 seconds. If a ballistic weapon **with a magazine** was thrown, then the magazine is removed and the bolt is racked, and if **without a magazine**, then all cartridges (revolvers) or chambered one is removed. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628 ## Why It's Good For The Game It's classic  ## Changelog 🆑 add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5 seconds of knockdown and 10-20 an additional brute damage) /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
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d2d768d906 |
Remove double TRAIT_BOXING_READY declaration. (#84903)
## About The Pull Request  |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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dcca367dd8 |
Random language trait tweak (#84816)
## About The Pull Request - Splits the trait into two, one that affects only bots (like the original version) and one that only affects machines - Only mapload bots are affected (again) - Only mapload machines are affected - The Automated Announcer is immune ## Why It's Good For The Game I made this trait a while back and then someone else changed it to be far more disruptive and annoying without adjusting the weight, so I feel like I have the right to reign it back in a little bit. This aims to retain some of the charm intended behind the original trait while maintaining some of the changes made to it. ## Changelog 🆑 Melbert add: Bot Language station trait split into two: One that affects bots (retains the old weight and cost) and one that affects machine (half weight, double the cost) del: Bot Language station trait and (new) Machine Language station trait no longer affect newly created machines or bots, just those present at game start del: Machine Language station trait cannot affect the Automated Announcer in telecomms /🆑 |
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aba588abb5 |
Buffs the Matrix Flip skillchip (#84658)
## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog 🆑 balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /🆑 |
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26f6235a53 |
Fixes ore vents floating after a tendril collapses nearby. (#84730)
## About The Pull Request Ore vents now provide a trait to the turf they spawn on, TRAIT_NO_TERRAFORM, which does exactly what it says on the tin, preventing the turf from being able to change into something else, like a chasm. Ore vents already have `move_resist = MOVE_FORCE_EXTREMELY_STRONG`, so they shouldn't be movable by any other means anyway, resulting in them being stuck in the turf that they spawned without admin tomfoolery.  ## Why It's Good For The Game Fixes #84463. Reasonably, too, we'll one day have other uses for something that needs to avoid the turf changing on it as well such as this. I also sorted the turf traits because they were starting to get non-alphabetical and I know that'll drive someone crazy if I don't fix that while it's still early. ## Changelog 🆑 fix: Ore vents that are caught in the cross-fire of a lavaland tendril collapsing will now spare the ore vent and it's associated turf. /🆑 |
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6c30e75656 |
Admin narrations now let you pick a text formatting span to use in your message (#84723)
## About The Pull Request This adds a menu to all admin narrate verbs that allows you to select a span type for your message. This includes global, direct, world, subtle, and headset narrates. This includes (nearly) all forms of text span. Some were not included, like OOC announcements, centcom priority announcement headers, the span used for hyperlink text, stuff like that. They're mostly all there, but the stuff that probably shouldn't be showing up under a generic chat message has been excluded. There's well over 100 of these things, so pick whatever you want. Due to the way this works, you can close the spans in the message mid-string, in case you wanted to have multiple text formats in the message. You can also just format text the old-fashioned way if you really wanted.  **_Fun fact -- When using admin OOC spans, the reply will copy whatever your admin OOC color is._**  Yeah I'm sure you can tell I'm a super mature person by what the test messages I used here were. Laugh it up. Just know that I'm laughing too, like a grade schooler who just learned their first swear words. ## Why It's Good For The Game No more futzing about with copypastes and big long text files with the span formatting already written out. Now, you can just pick them from a list. Neato! This will increase adminbus immersion by a factor of at least 3-5% assuming all projections and the data we have been provided holds true. ## Changelog 🆑 Rhials admin: Narrate verbs will now allow you to pick what text formatting span you want to use before you send them, if any. /🆑 |