Commit Graph

897 Commits

Author SHA1 Message Date
SkyratBot
a426149a51 [MIRROR] Buffs Lasers [MDB IGNORE] (#21088)
* Buffs Lasers (#75329)

## About The Pull Request
This increases laser wound chance, increases the damage and also makes
them use less energy.

## Why It's Good For The Game
Lasers cannot reload so they're not as convenient as a gun, so this will
maybe make them more cool, honestly I just want to try this to see what
happens.

## Changelog
🆑 oranges
balance: increased laser damage, decreased energy cost and increased
wound chance
/🆑

* Buffs Lasers

---------

Co-authored-by: oranges <email@oranges.net.nz>
2023-05-12 00:32:15 -07:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
97002bdc3a [MIRROR] New laser and disabler sounds! [MDB IGNORE] (#20737)
* New laser and disabler sounds! (#74900)

## About The Pull Request
Changes old laser sounds (and sear sound) to new ones, made by me in FL
Studio.

(The sound getting too distorted when pitching up will be soon fixed, as
Goof will make pitching down of gun sounds better)

https://user-images.githubusercontent.com/42353186/233795506-d68825d9-63a5-4cff-a52d-9fc949f2ec13.mp4

https://user-images.githubusercontent.com/42353186/233795520-525bada0-265c-4003-bb76-0b256ee844fb.mp4

https://user-images.githubusercontent.com/42353186/233795548-e97528ab-c9d6-4389-bee1-f849ceb71c60.mp4

## Why It's Good For The Game
For a long time, people have always been liking ballistics more than
laser for many reasons.
But I often heard that the ballistics sound gives feedback of a punch
and that laser guns (especially disablers) sound like toys.

And to make the laser more satisfying and intimidating to use, I have
created new sounds for them which are more in-depth. And also changed
the sear sound (when you get hit by a laser) to give more of a punch.
## Changelog
🆑
sound: Disablers and lasers have a new deeper sound to them
sound: Sound of lasers hitting a person now are giving more of a punch
/🆑

* New laser and disabler sounds!

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-04-24 19:24:24 -07:00
SkyratBot
3a5a1d4058 [MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT!

* helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434)

* regal condor my beloved

* damn ok

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

* [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497)

missed mirror and a nitpick i forgot

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:03:30 +01:00
SkyratBot
ba88487b5c [MIRROR] Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. [MDB IGNORE] (#20487)
* Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive.

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-11 20:07:06 -07:00
SkyratBot
6f622dba4a [MIRROR] Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes [MDB IGNORE] (#20146)
* Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes

* Update sniper.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-29 23:20:58 +01:00
SkyratBot
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
SkyratBot
9748c7453e [MIRROR] Allows any bullet class that doesn't override wound_bonus to cause wounds. [MDB IGNORE] (#19985)
* Allows any bullet class that doesn't override wound_bonus to cause wounds. (#73838)

Overrides wound_bonus for the bullet class to be 0 instead of
CANT_WOUND.
## About The Pull Request
The bullet class has wound_bonus 0 instead of CANT_WOUND. This allows
things such as 9mm and 10mm to wound, and probably other things.
## Why It's Good For The Game
Makarovs that used 9mm and some other things just didn't cause any
wounds, and that was sad. Bullets are physical things, so it doesn't
make sense to make them not cause any wounds unless they were overidden.
## Changelog
🆑
balance: 9mm, 10mm, and other stuff can cause wounds.
/🆑

* Allows any bullet class that doesn't override wound_bonus to cause wounds.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-03-20 11:15:00 -07:00
SkyratBot
4912b160a8 [MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage

* wew

* Update drinks.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 04:19:58 +00:00
SkyratBot
4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
SkyratBot
88f8ef7adc [MIRROR] Netherworld Mobs Refractor [MDB IGNORE] (#19181)
* Netherworld Mobs Refractor

* Update statues.dm

* Update tgstation.dme

* w

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:44:53 +00:00
SkyratBot
115b59227b [MIRROR] Buffs mech disabler [MDB IGNORE] (#19342)
* Buffs mech disabler (#72941)

## About The Pull Request

Mech disabler now is works like a shotgun, shooting 5 weak disabler
beams(15 damage, the normal disabler beam has 30). The energy drain is
increased to 100 from 30. Has a cooldown of 1.5 seconds.

The exact numbers(weapon scatter, damage, amount of projectiles) can be
discussed.

## Why It's Good For The Game

When you are trying to nonlethally deal with someone, a normal security
officer with their roundstart available equipment is more effective then
an expensive lategame mech, due to that fact that it is really slow,
cant use stunbattons and even if you manage somehow to stamcrit a person
with a mech disabler you still need some time to get out in order to
handcuff them. So mech disablers are useless, especially compared with
other mech weapons, like rocket launchers and ballistic guns. This PR
makes the mech disabler not trash, so roboticists would have a wider
choice of useful weapons when making a mech.

## Changelog

🆑
balance: Mech disabler now works as a shotgun, shooting 5 weak disabler
beams at one time.
balance: Mech disabler now uses 100 energy instead of 30, and it's
attack cooldown increased to 1.5 seconds instead of 0.8
/🆑

* Buffs mech disabler

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-14 13:26:02 +00:00
Funce
60bfb76832 [MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)

revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* Modular!

* Fix signal override merge skew (#72882)

Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-27 13:56:00 -05:00
SkyratBot
c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
SkyratBot
7ee524f748 [MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp

* maps

* missed killing main carp file

* shorki and ocean biomes

* shorki 2: pet-a-boogaloo

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 05:48:50 -05:00
SkyratBot
5c6c91144c [MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's

* Update implant.dm

* Hopefully fixes all the failing integration tests!

* Fixes more missing icons

* Even more icon fixes

* Hopefully that was all of them

* Okay now SURELY that's all of them

* I'm tired of this shit man

* Hopefully that's all, for real this time!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-12-28 19:30:05 -05:00
Zonespace
d8df1c97f7 Mirrors tgstation/tgstation#72269 (#18386)
fixes neurotoxin newtonian movement and alien hud hand icons (#72269)

neurotoxin now properly moves u
also the alien spit shot by simplemob xenos is now a subtype of normal
because it was fucking stupid
also the nt hud pr broke the hud hand icons so fixes that

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-28 22:37:32 +00:00
SkyratBot
1d3c4dc8a1 [MIRROR] Getting hit by a nuclear particle will always irradiate you. [MDB IGNORE] (#18008)
* Getting hit by a nuclear particle will always irradiate you. (#71812)

## About The Pull Request
Makes nuclear particles directly irradiate people.
## Why It's Good For The Game
Getting hit by a nuclear particle should be a death sentence.
## Changelog
🆑
balance: Nuclear particles will always irradiate you on hit.
/🆑

* Getting hit by a nuclear particle will always irradiate you.

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2022-12-09 03:45:09 +00:00
SkyratBot
a101d66658 [MIRROR] Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible [MDB IGNORE] (#17535)
* Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible

* Apply suggestions from code review

* few more flag bits

* our shit

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-11-28 00:09:31 +00:00
SkyratBot
a9d2018549 [MIRROR] What if meteorslugs were mini cannonballs [MDB IGNORE] (#17655)
* What if meteorslugs were mini cannonballs (#71137)

## About The Pull Request

Meteorslug shells fire effectively mini cannonballs. They're not as
strong, but they tear through everything they shoot, including walls and
airlocks. They're not as lethal as the real deal or go nearly as far
(range of 7, not even a screens length), but they are still pretty
destructive. They don't fling people, but they could potentially barrel
over several people, which I think is a good trade-off.

Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to
construct.

## Why It's Good For The Game

Only through sleep deprivation do I get such diabolical ideas.

Also, the original functionality wasn't very interesting except for
like, maybe a few niche silly things, but the real value was using them
to get into places. This version still definitely does that. But it's
_cooler_.

(The object displacement was pretty jank and I think this accomplishes a
very similar effect without actively harming why people would look to
use meteorslugs)

## Changelog
🆑
balance: Meteorslugs are now miniature cannonballs. They also need more
gunpowder and rum to be constructed.
/🆑

* What if meteorslugs were mini cannonballs

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2022-11-22 15:03:01 -08:00
SkyratBot
c9d7c6cdde [MIRROR] Adds the Marksman Revolver from Ultrakill, with coinflipping and splitshotting! [MDB IGNORE] (#17666) 2022-11-22 09:57:59 -08:00
SkyratBot
0807d7dafc [MIRROR] Fixes Riot Dart Damage Exploit [MDB IGNORE] (#17668)
* Fixes Riot Dart Damage Exploit (#71261)

Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
## About The Pull Request
Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
Fixes #71084
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: Riot darts no longer do damage with no pen inserted if recovered
after being fired while modified to accept pens.
/🆑

* Fixes Riot Dart Damage Exploit

Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
2022-11-22 08:24:30 -08:00
Paxilmaniac
fb51f039ec Undoes every skyrat change to the plasma cutter projectiles file (#17440)
Correct, I have no respect for dead space
2022-11-15 08:26:19 +00:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
b5bd312379 [MIRROR] Add investigate_deaths [MDB IGNORE] (#17424)
* Add investigate_deaths

* merge changes other than giant_spider which deps on tg/70848

* gib

* dust

* death

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-11 14:44:33 -05:00
SkyratBot
b8f4b11a03 [MIRROR] Missile Sanity Checking: I made it explode better? [MDB IGNORE] (#17207)
* Missile Sanity Checking: I made it explode better? (#70813)

* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects

* Missile Sanity Checking: I made it explode better?

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2022-10-28 12:19:37 -07:00
SkyratBot
2853e3ffef [MIRROR] Wizard DLC - Tower of Babel [MDB IGNORE] (#16978)
* 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>
2022-10-19 12:25:29 +01:00
SkyratBot
395b465ea2 [MIRROR] Converts silent to status effect + small cleanup of can_speak / can_speak_basic / IsVocal, and sign language [MDB IGNORE] (#16744)
* Converts `silent` to status effect + small cleanup of `can_speak` / `can_speak_basic` / `IsVocal`, and sign language

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-11 17:45:53 +01:00
SkyratBot
eefbd40ce6 [MIRROR] Adds macros to help with common set_- and adjust_timed_status_effect uses [MDB IGNORE] (#16410)
* Adds macros to help with common `set_`- and `adjust_timed_status_effect` uses

* merge conflicts

* modular skyrat and missed changes

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-26 17:56:24 -04:00
SkyratBot
8f033ead91 [MIRROR] Completely refactors hallucinations, and also adds a few [MDB IGNORE] (#16348)
* 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>
2022-09-25 19:43:45 -04:00
SkyratBot
ea19c86793 [MIRROR] Fix plasma cutter or guns that burn not being able to ignite plasma [MDB IGNORE] (#16244)
* Fix plasma cutter or guns that burn not being able to ignite plasma

* Update plasma.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-09-17 12:44:10 -07:00
SkyratBot
d56ee7630e [MIRROR] Kills /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob, also does a lot of Wabbajack refactoring [MDB IGNORE] (#15988)
* Kills `/obj/shapeshift_holder`, replaces it with `/datum/status_effect/shapechange_mob`, also does a lot of Wabbajack refactoring

* Apply suggestions from code review

* fix

* unironically the best solution

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-15 22:29:56 -07:00
Zonespace
a79315a098 Tgstation#67724 (#16261)
Add magic reactions to hydroponics plants (#67724)

* Add magic reactions to hydroponics plants

* Refactor magic bolts for plants

* Add polymorph proc to hydroponics plants

* Fix mob and plant_tray variable names

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-09-15 22:36:50 +00:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
GoldenAlpharex
5f5a17dd0a Makes jitteriness from electrode shots cap out at 30 seconds (#15844) 2022-08-26 14:42:52 -07:00
SkyratBot
48685b4356 [MIRROR] Replaces the mood component with a mood datum [MDB IGNORE] (#15549)
* 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>
2022-08-12 14:58:14 -04:00
SkyratBot
55de1e712a [MIRROR] Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles [MDB IGNORE] (#15323)
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647)

The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts.

The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed).

* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-07-31 14:05:18 +01:00
SkyratBot
4af0dd0b8f [MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)

* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs

* wew

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:51:33 +00:00
SkyratBot
10ba2c0990 [MIRROR] Nukie Rework Part 2: Nuclear Operative starting gear rework [MDB IGNORE] (#14936)
* Nukie Rework Part 2: Nuclear Operative starting gear rework

* Apply suggestions from code review

* Update _box_magazine.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:43:21 +00:00
SkyratBot
d37f258158 [MIRROR] Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent [MDB IGNORE] (#14931)
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)

* just a normal fire projectile

* Update code/modules/projectiles/projectile/bullets/_incendiary.dm

* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-07-16 15:32:04 +01:00
Gandalf
43ad368418 Updates the sprites for bullets (inflight), adds pellet sprites, redoes the thermal projectile sprites (#67856) (#14672)
imageadd: Improves the sprites for bullets, thermal projectiles, and introduces pellet sprites.
2022-07-01 22:08:29 +01:00
SkyratBot
c68fea7cba [MIRROR] 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. [MDB IGNORE] (#14666)
* 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>
2022-07-01 20:33:30 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
686217066e [MIRROR] Fixes statue simplemob teleport not working and 3 other spells not appearing [MDB IGNORE] (#14073)
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)

* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.

* Fixes statue simplemob teleport not working and 3 other spells not appearing

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-06-03 14:42:04 +01:00
RatFromTheJungle
0ef83ca057 Update beams.dm (#13598) 2022-05-20 12:13:06 +01:00
SkyratBot
133b753507 [MIRROR] Converts jittering to status effect, striking yet another mob level status value [MDB IGNORE] (#13534)
* Converts jittering to status effect, striking yet another mob level status value

* mmkay

* weh

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:59:42 +01:00
SkyratBot
2878b0b005 [MIRROR] Removes AOE hit detection from fireball [MDB IGNORE] (#13526)
* Removes AOE hit detection from fireball

* Update staff.dm

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 02:13:25 +01:00
SkyratBot
3e4bad8694 [MIRROR] Confusion status effect is now duration based instead of magic number based [MDB IGNORE] (#13496)
* Confusion status effect is now duration based instead of magic number based

* e

* Update tgstation.dme

* Update contract.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 01:52:39 +01:00
Useroth
4d07f3a620 Missed mirror (#13460)
* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts).  (#66340)

* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type

* this should do it?

* well, one more

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-09 15:05:42 +01:00