* Makes arms regrown by the Rod of Asclepius the correct color (#73152)
## About The Pull Request
When an arm holding an activated Rod of Asclepius is cut off, the arm
grows back with the rod held in it. However, due to an oversight, the
arm that grows back is always the "default" color - the albino skintone
for humans/felinids, and grey for everyone else. This PR makes the
regenerated arm have the proper skintone instead.
## Why It's Good For The Game
There's no good reason that a magical doctoring rod should drain all
color from your arm, probably.
## Changelog
🆑
fix: Corrected the skintone on arms grown back by the Rod of Asclepius
/🆑
* Makes arms regrown by the Rod of Asclepius the correct color
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows (#72282)
Adds the Terrify spell, and its associated status effect, Terrified.
This new spell is given to antagonist nightmares, as a part of their
brain. The spell only works in those surrounded by darkness, and will
apply the Terrified status effect if successful. Upon being Terrified,
victims will passively gain **Terror Buildup** if they remain in the
dark. As buildup increases, so do the negative effects, including tunnel
vision, panic attacks, dizziness, and more.
There are two primary methods for mitigating terror buildup. The first
is moving into the light, which will reverse the passive terror buildup
and eventually make it go away. The other method is by getting a hug
from a friendly hand, which will reduce buildup significantly.
Getting a hug from an UNfriendly hand (a nightmare, for instance) will
cause the victim to freak out and be briefly knocked down. This can be
spammed on targets who are caught alone in the dark, keeping them in an
unfavorable position (sideways) and adding to the victim's terror
buildup considerably. Escape into the light as soon as possible, or
you'll be pushed to MAXIMUM TERROR BUILDUP.
To what end? Heart failure. Past the soft terror cap (which limits how
much passively generated terror you can make) exists the hard terror
cap. Bypassing that threshold will cause a stress induced heart attack
and knock you unconscious (embarrassing!)
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind
* Fixes the conflicts and makes shit compile!
* Fixes other things that didn't show up because I hadn't updated
* Fixes the lints.
* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype (#73017)
## About The Pull Request
Fixes#72962
The plasma river applies toxins damage to a mob as it transforms
individual limbs into plasmaman ones.
Once all limbs have been transformed, the mob's species changes to
plasmaman.
This currently leads to incurable toxin damage as antitoxin drugs do not
work on plasmamen. Made it so that upon transforming fully, the toxin
damage is cleared.
Also fixed an issue where healing sources that do not have a
required_biotype parameter (e.g. `adjustToxLoss(-5)` vs
`adjustToxLoss(-5, required biotype=whatever)`) will not work on mobs
that do not have the `MOB_ORGANIC` biotype (e.g. plasmamen) due to it
defaulting to `MOB_ORGANIC`. For now those use the `forced` param to
accomplish this.
## Why It's Good For The Game
Incurable damage is no good.
## Changelog
🆑
fix: fixed getting incurable tox damage when fully transformed into a
plasmaman via plasma rivers
fix: fixed rod of asclepius/medibeam etc not being able to heal tox
damage despite not having biotype restrictions
/🆑
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
Being wet no longer causes you to be EXTRA flammable (#72843)
Being wet no longer causes you to be even more flammable, and instead
properly lets you dry up instead of catching on fire even faster when
receiving fire stacks.
What caused this was that there was some double-negatives happening,
which meant that both fire and wet stacks would be increased together
when both were present at once, rather than both being reduced and one
of the two cancelling out the other.
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
* Modular!
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes scientists & the RD not being able to reach the Ballmer peak. (#72687)
🆑 ShizCalev
fix: Drunk scientists & the RDs rejoice! You can now reach the Ballmer
peak!
admin: Fixed a bunch of liver traits not being assignable.
/🆑
* Fixes scientists & the RD not being able to reach the Ballmer peak.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes a neck slice runtime (#72582)
## About The Pull Request
The neck slice status effect didn't remove or react properly in tick,
and kept going after deleting itself. Adds some returns. Also adds an
examine message since i'm here.
## Why It's Good For The Game
Less runtime
## Changelog
🆑 Melbert
fix: Fixed a runtime from neck slices on headless mobs.
qol: Neck sliced folk now have an examine message saying as much.
/🆑
* Fixes a neck slice runtime
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* *hand, or That /One/ Emote You Always Felt Was Missing (#71600)
## About The Pull Request
It's happened to me _repeatedly_ that I'd see someone down on the floor,
and wanted to just, give them a hand, so they could take it and get up
that way, without just, directly clicking on them, since that's a little
bland. I've also wanted to just, offer my hand to someone so they could
grab it, so that I could pull them alongside me, rather than just
targeting one of their arms and ctrl-clicking them.
I've had this idea for a _long_ time, and only just decided to do this
today.
Now, I know what you might say. "Golden, that's a lot of code for
something this simple!" You're not wrong. _However_. I decided to go
along and to give some more love to the `/datum/status_effect/offering`
status effect and the offering-related alerts, to make them a lot more
versatile and a lot less hardcoded. Hence the whole "refactoring" part
of this.
Of course, when I add something, I don't do it half-way. So, the way the
emote works is much like the `*slap` emote, except that:
- When you click on someone, it does the exact same as if you were
offering the item to them, except that it's targeted (much like
ctrl-shift-click).
- If there's nobody directly adjacent to you, it won't do anything.
- If there's at least one person lying down around you, you will offer
them your help to get up. Should they take your hand and let you help
them up, you will both receive a simple memory about being helped up (or
helping up), as well as a 45-seconds-long small mood buff, because it
feels nice to be on either end of such a friendly gesture. If they get
up, they automatically get disqualified from being offered some help
standing up, and likewise, if you lie down, that offer goes away as
well.
- If there's at least one person around you, you will instead extend
your hand in their direction, for them to grab onto it. Should they do
so, you will then grab them by their arms and pull them.
I reworked the offering status effect to no longer have a hardcoded
`can_hold_items()` check, so that kisses and the hand offering would no
longer need you to have free hands to complete. The logic here is that
you can still pull someone even with both hands filled, so I figured I'd
leave it this way.
Note: If anyone would like to give the item a better sprite, by all
means, go ahead, that'd be amazing. I'm just not really a great spriter
and couldn't be bothered to waste hours making a very _meh_ hand.
## Why It's Good For The Game
It's fluff, and nice fluff at that. It makes it easier for people to be
nice to one-another without having to necessarily spend so long writing
up an emote that the person on the floor will already have gotten back
up. I'm sure the MRP folks will like it, and I'm certain the HRP
downstreams will love it too ;)
## Changelog
🆑
add: Added the *hand emote, which you can offer to someone standing up
in order to give them the possibility to grab onto your hand and let you
drag them away, or to someone lying down to help them back up, which
always makes everyone involved a little happier!
refactor: De-hardcoded and genericized a lot of the offering status
effect and alert code, to make it require a lot less copy-paste to
handle new cases.
fix: Offering a kiss no longer requires the receiver to have free hands
to accept said kiss!
/🆑
* *hand, or That /One/ Emote You Always Felt Was Missing
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fix: Robotic Damage / Reagents Refactor (#71937)
This PR is a continuing refactor of and fixes bugs introduced by my
prior PR #71864

Due to many functions in reagents having been implemented on top of
prior buggy code, their new behaviors are not as expected in-game, and
as a result reagents damage/heal robotic/cybernetic bodyparts/organs
when not appropriate; bugs like healing robotic arms with Libital is
currently possible.
To fix the errant behaviors in the newly debugged code, I have added
three variables to `datum/reagent` which are used throughout reagent
code, mainly inside of `on_mob_life` etc:
- `affected_bodytype = BODYTYPE_ORGANIC` - Used if the reagent
damages/heals bodyparts (Brute/Fire) of an affected mob.
- `affected_biotype = MOB_ORGANIC` - Used if the reagent damages/heals
generic damage (Toxin/Oxygen) of an affected mob.
- `affected_organtype = ORGAN_ORGANIC` - Used if the reagent
damages/heals organ damage of an affected mob.
The diff is large, and I have refactored the readability/maintainability
around the sections of code I was modifying. At one point I chose to
perform a quality pass on reagents because I found it quite hard to
maintain reagents code in its current state. This PR also replaces many
single-letter variables with more descriptive and readable variable
names. I also found and fixed a stray tab which was located in the
flavortext of `proc/item_heal_robotic`
Due to an old bug being fixed recently by PR #71864 a lot of
healing/damaging reagents now have an effect on robotic bodyparts. This
PR corrects the issue and changes reagents to explicitly define the body
type, bio type, and organ type which they can affect with
helaing/damage. This PR replaces a lot of single-letter variable names
with more descriptive names. I also fixed a small typo in
`item_heal_robotic` which was inserting an extra tab.
🆑
fix: Fixed a stray-tab typo in "item_heal_robotic"
fix: Fixed reagents and other effects which were inappropriately
affecting robotic limbs.
code: Refactored all of reagents code to be more readable and
maintainable.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Modular!
* More Modular!
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Saycode refactor, unit tests, and fixes
* parrot
* SR tweaks
* say tests from pstream/71873
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Adds nest sustenance status effect, halves xenomorph nest escape time (#71691)
## About The Pull Request
Hosts who are buckled to a xenomorph nests will gestate their xenomorph
egg 20% faster (4 minutes in a nest, 5 without) as long as they are
trapped. To keep them alive in the nest, they will recieve temperature
stabilization and be healed until they are pulled (or break) free.
To ensure the gift of life is not wasted by captured humans, they can
now break free from resin nests after one minute of struggling, down
from two.
## Why It's Good For The Game
There's currently no incentive to not kill facehugger infectees
immediately after they're impregnated. Dead bodies can't run away,
gestate at the same speed, and hives are often breached from space
making them deadly to live captures regardless. This serves the dual
purpose of incentivizing live captures, while also making them a
feasible option, without removing the ability to infect dead bodies and
seriously impacting the xenomorph playstyle.
Cutting the escape timer in half (while also ensuring that captured
humans are alive enough to break out) means there will be many more
opportunities for live captures to escape. Additionally, the xeno
players will have to spare manpower to actively defend hosts and if they
wish to ensure they do not escape. Hopefully it should give more reason
to play defensively and set up a proper hive, instead of the
hypermobile-hyperviolent playstyle you sometimes encounter.
## Changelog
🆑 Rhials
balance: Xenomorph nests will now sustain humans that are buckled to
them, and gestate xenomorph eggs slightly faster.
balance: Xenomorph nests evolved healing capabilities in exchange for
some of their grip. They now take only one minute to escape from.
/🆑
* Adds nest sustenance status effect, halves xenomorph nest escape time
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fixes unconciousness (typo) (#71648)
## About The Pull Request
Made a typo while doing a github search, but it still gave me results.
This removes the "unconcious" typo from a few different places,
including code comments, tgui interfaces, descriptions, etc.
## Why It's Good For The Game
Good spellign
## Changelog
🆑
spellcheck: removes a bunch of instances of "unconcious" from the code.
/🆑
* Fixes unconciousness (typo)
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Status effect process has SHOULD NOT OVERRIDE (#71594)
## About The Pull Request
Adds `SHOULD_NOT_OVERRIDE` to status effect process.
Nothing currently does it but another PR attempted it which is
incorrect.
## Why It's Good For The Game
Status effect subtypes shouldn't extend or override process. They can be
`qdel`ed at the end, and not everything will handle it properly.
Adding processed effects should be done in `tick`, with a set
`tick_interval`.
## Changelog
Not necessary
* Status effect process has SHOULD NOT OVERRIDE
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request
- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.
- Number of influences has increased.
- 5 at 1 heretic
- 9 at 2
- 12 at 3
- 14 at 4
- 15 at 5
- 16 at 6, and so on
- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.
- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.
- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.
- Touch spells were refactored a bit, and overall expanded to be easier
to use
- Charged spells were added, and charged beam spells. Tesla blast uses
this.
- Cone spells were refactored to be easier to setup.
- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.
- Heretic Ghouls now take less stamina damage based on how low their
health pool is.
- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion
## Why It's Good For The Game
A lotta feedback has passed through about heretic and it's time to
address some of it
- Problem: Not enough cool flash spells. Makes Focus not worth it.
- Solution: Adds some more spells to encourage focus use.
- Problem: Sacrifice targets being too willing or not harmed enough
- Solution: A permanent trauma.
- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.
- Problem: Ash Passage sucks
- Solution: Makes it a smidge better to stay hidden with it.
- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.
## Changelog
🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration.
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands.
* MIRRORS tgstation/tgstation#70561
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Change `drop_all_held_items` to work with cyborgs (#70682)
* Cyborgs now use the same drop_all_held_items that humans do instead of their own snowflake code.
* Fixes Cyborgs not dropping all their modules at the same time,
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Change `drop_all_held_items` to work with cyborgs
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes minor fleshmend runtime from clearing scars (#70700)
All scars is a lazylist.
* Fixes minor fleshmend runtime from clearing scars
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Having very very low sanity will rarely cause hallucintions (#70311)
* Being insane now causes you hallucinations, and hallucination immune has been renamed to RDS immune, since it only works for the quirk.
* Having very very low sanity will rarely cause hallucintions
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#69725)
About The Pull Request
Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods.
Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword.
The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death.
BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0
Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item.
Add fail conditions that instantly end a spin2win, ala how
Mimes can now hold a baguette like a sword by right clicking it #69592 works
Why It's Good For The Game
Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em
Fantasy affixes are always a neat thing to throw a new component into
Changelog
cl
add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so.
add: Fantasy affixes can also include soul-stealing items!
/cl
* Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Spider Rebalance PR: Burn Baby Burn Edition (#68971)
This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes#67765. The changes are as follows:
NEW SPIDER COUNTERS
Fly swatters now deal 25 damage to spiders on hit, increased from 1
Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out
SPIDER CHANGES
NERFS
Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
Flesh spiders cannot regenerate while on fire
BUFFS
Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
Unsuitable temperature damage reduced to 4 from 8
You can no longer push spiders by running into them
Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
Broodmother egg laying time reduced to 12 seconds from 15
Broodmother web laying time multiplier reduced to 0.5 from 1
Broodmother health increased to 60 from 40
Broodmother damage increased to 10 - 15 from 5 -10
BEHIND THE SCENES CHANGES
You can now make any simple mob able to be caught on fire by setting flammable to true
How fast a simplemob stops burning is controlled by fire_stack_removal_speed
Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.
Why It's Good For The Game
Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.
Changelog
cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl
* Spider Rebalance PR: Burn Baby Burn Edition
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Fixes some issues with deafness & earhealing (#69136)
1- Replaces checks for deafness as a clothing trait, since clothing traits' have a ref to themselves in the source
2- Makes ear healing not NOT heal if you're above 0 ear damage, because that's the point of fixing your ears?
* Fixes some issues with deafness & earhealing
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes a runtime when inflicting a blunt wound on an armless human (#68030)
fixes a runtime when inflicting a blunt wound on an armless human
* Fixes a runtime when inflicting a blunt wound on an armless human
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>