* Kobun the breaddog (#68906)
Adds third kitchen craftable animal - Kobun the bread dog. Currently we have Keeki the cak and Terrygold the butter bear. Keeki is best friend of sec due to frosting and Terrygold seems like second clown with its slips, Kobun is designed as help to Psychologist due to powerfull mood aura. Mood granted by aura stays as long as you are within range of aura and when you step out is expires in 10 seconds. You can trade mood aura for a possibility of wearing Kobun as hat
We already have two crafting animals, one made out of cake and another out of butter so why not add another one made out bread? Kobun was made to help people with low mood by giving it mood aura that will bring them back onto their feets
* Kobun the breaddog
Co-authored-by: CursedBirb <47064429+CursedBirb@users.noreply.github.com>
* Adds bear hugging! (#69168)
* Adds bear hugs to the game
adds a way of bear hugging your friends, also adds two new mood events,
a positive and negative bear hug mood event. (Negative only being
applied to those with the bad touch quirk)
* whoops + forgot to save this file
* first person not third
* Adds bear hugging!
Co-authored-by: Seth Scherer <supernovaa41@gmx.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>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* 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>
* Add Russian Roulette memories and moods events (#66051)
About The Pull Request
This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game
Being able to add Russian Roulette to engravings would be pretty cool.
Changelog
cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl
* Add Russian Roulette memories and moods events
Co-authored-by: Tim <timothymtorres@gmail.com>
* Visualizes blushing on characters after using *blush or when they're drunk (#66321)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Visualizes blushing on characters after using *blush or when they're drunk
Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Nerfs the shit out of the felinid tail grab mood buff (#62768)
Mood controls your movespeed. Making Felinids objectively the best mood management race provided your ~~metagame buddy~~friend pulls your tail once every two minutes is insane, even as a meme.
A +5 mood buff was ridiculously good. This is better than the antag mood buff which is 4, equal to the cult buff for sacrificing which is 5, better than tripping balls, better than playing an arcade game and winning, better than the upgraded hug, equal with the best hug, and frankly one of the easiest best mood buffs you can get. And stacks with all the other ones.
* Nerfs the shit out of the felinid tail grab mood buff.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Nerfs the shit out of the negative sprayed with water mood event for Felinids (#62769)
Mood controls your movespeed. Making Felinids get their movespeed tanked because someone tried to fire extinguisher them is insane. Movespeed is the most important factor in SS13 when it comes to just about everything, it's how we punish people for damage after all.
A -5 mood is insanely punishing. It is equivalent to getting smitten by the gods, worse than a terrible noogie, worse than being bald, worse than literally throwing up all over yourself, worse than losing your family heirloom, and worse than having your eye stabbed out. This sucks for how easy it is to inflict on someone, especially considering the most common method of inflicting this is trying to fire extinguisher someone who's lit themselves on fire.
🆑
balance: Nerfs the felinid water spray moodlet
/🆑
* Nerfs the shit out of the negative sprayed with water mood event for Felinids
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* You can now pull tails, it makes the person happy! (#62763)
About The Pull Request
You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game
Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog
cl
add: You can now pull on a felinid's tail to make them happy!
/cl
* You can now pull tails, it makes the person happy!
* no
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Felinids don't like getting sprayed with water. (#59506)
This PR is an ode to @ Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request
Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.
Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.
PR with permission from @ ninjanomnom
Why It's Good For The Game
Light-hearted fun and a bit of flavour to felinids.
Changelog
cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl
* Felinids don't like getting sprayed with water.
* Yes
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds shaking soda cans, buffs throwing soda cans at people (#62170)
About The Pull Request
This started out as a joke on discord about buffing the throw damage of soda cans (have you ever had one thrown at you? they hurt!!), that ended up also growing into a feature I've wanted to add for a while- shaking soda cans for pranks!
https://streamable.com/ra7ctd
Note: This PR shows the user getting a positive moodie from a can going off on a wall, that was fixed after the video was recorded
Right clicking on an unopened soda can will shake it and raise its fizziness level, as will throwing soda cans at things. When you go to open a soda can, an RNG check is made based on how fizzy the soda is from being mishandled, with a failed check making the soda spray all over you and give you a negative moodlet (and everyone who sees it happen a milder positive moodlet!)
The throwforce for an unopened can of soda has been set to 12, slightly higher than a standard floortile (10) and equal with toolboxes. As mentioned before, though, every time you throw a soda, its fizziness rises, meaning each throw is more likely to burst it and kill the damage value. This puts it in a perfect spot where it's not worth stocking up on sodas just in case you get into a fight (cause you could just use floortiles, which stack up to 50), but seeing a nearby unopened can of soda and throwing it at your enemy could be an interesting addition to environmental combat.
You can try to detect if a can of soda is fizzed up by examining it twice rapidly. Depending on how fizzed up the soda is, you may be able to detect said levels of fizz, allowing you to ask for another untouched soda.
Why It's Good For The Game
Shake up a soda a whole bunch, give to someone in a crowded room of people, give everyone a positive moodie when the rube opens the can!
Changelog
cl Ryll/Shaps
add: Added shaking soda cans! Take an unopened soda can and right click it in hand to shake it all around, increasing its fizziness.
balance: Having an unopened soda can hucked at you will actually hurt quite a bit, around the level of a toolbox. This also has a chance of bursting the soda can on impact, leaving it useless as a weapon after.
/cl
* Adds shaking soda cans, buffs throwing soda cans at people
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Mime Fan vs Clown Enjoyer (#61818)
Changes the flavor of the clown fan quirk to something more appropriate
* Mime Fan vs Clown Enjoyer
* Update maint_loot_common.dm
Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Uncomments holymelon "check liked" code, makes it work with the edible component (#60697)
* Uncomments holymelon "check liked" code, makes it work with the edible component
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* Light moodlet cleaning (#56768)
Factors some raw deciseconds into time defines
Standardizes use of "Oh god,"
Fixes some other small formatting issues
Refactors entries of 1.x MINUTES into SECONDS
* Light moodlet cleaning
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Adds 👏 High 👏 Fives 👏 (#54516)
This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.
Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!
* Adds 👏 High 👏 Fives 👏
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655)
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* basic antag items
hey
based
game is on
ree
e
brings back good sprites
eueuuee
eeeeeeeeeeeeeeeeeeee
more
tgui baby
FINALLY
e
Small changes
adds better point s
Finishing touch!
FINISHED
ANTAG FINISHED. FUCKING. FINALLY
grammer
E
E?
* rebuilt tgui
* gamemode fixes
* i love inconsistent var names
* sprootes
* ath review
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Automatic changelog compile [ci skip]
* a shit ton of changes
* Apply suggestions from code review
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* sprootes
* more changes ree
* Fixes and upgrades
* sprootes done
* dmdoc compliance
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* mewtewnew revieww ~~
* e
* Automatic changelog compile [ci skip]
* e
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* autodoc
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* removed Destroy()
* * 0.5
* bugsquash
* e
* changes to ashlord's rite
* e
e
* e?
* the fuck
* adds station wide alerts for ascension events
* fixes an autodoc
* tgui
* e
e
* removes a redundant line of code
* sickly blade is now normal size item
* changes a line of code in flesh
* no revives for ghouls!
* uwu
* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* E
* E2
* Automatic changelog compile [ci skip]
* Makes eldritch cult into HERETICS
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* unfucks medallions code
* long live list loops
* E
* E
* i love my git crashing
* Magics
* E
* removes TRAIT_GHOUL since it was redundant
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/human_update_icons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* fixies uwu
* hopefully i fixed all return ..()
* E
* EEEEEEE
* wormie now is refactored
* removes destroy
* Update code/modules/surgery/bodyparts/bodyparts.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Automatic changelog compile [ci skip]
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E?
* E
* one more
* k
* OH SHIT OH FUCK
* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences
* REE
* fleshy fixes
* fixes summonings
* REE
* texture fix
* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK
* grammer
* nullrods can now remove runes
* HOLY SHIT, HOTFIX NERF
* E
* E
* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY
* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* SECOND TEMPORARY FIX
* fixes fixes fixes fixes
* i hope this no longer will qdel summons
* E
* please push this asap
* E
* buffs sickly blade to 17 damage and only allowes culties to use it
* Explanations uwu
* examine changes ree
* e
* E
* )
* E
* E
* Ash fix
* changes to mad touch
* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides
* E
* makes worm code use COMSIG_MOVABLE_MOVED
* replaces bad var names
* makes eldritch knowledge an assoc list
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* what the fuck
* the fuck
* fixies
* EEE
* fixes
* e
* fixes
* mansus grasp slight buff
* changes overall changes
* E
* logging
* changes the eldritch armor into a nicer looking kryson robes
* tgui bundle
* QOL sprites and a spell to contract armsy
* SPRITES
* readds rust floors
* Fixes pointed out by anturk
* E
* E
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleanup
* Fixes
* E
* EEEEEEEEEEE
* makes heretics a little bit more common
* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* EEE
* eee
* E
* E
* Init
* Makes shit more readable
* h
* e
* E
* wounds compatibility patch
* hnng
* rusty better sprite
* turn
* Apply suggestions from code review
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* E
* further renames e
* E
* JS side
* changes reee
* e
* E
* yeesh
* e
* E
* pr
* e
* E
* changes re
* AAAAAAAAAAAAAA
* e
* antag huud
* e
* e
* hnnng
* hnng
* HNNNNG final patch - LAST TESTMERGABLE COMMIT
* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW
* e
* FINAL PATCH - MERGE READY
Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC
* forgot about a single debug line aaa
* hnnnhng
* hng
* a!
* aaa
* applies code review
* e
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>