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39
Commits
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3b8752202b |
[MIRROR] Adds Untie Shoes, a 1-point wizard spell. (#28972)
* 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! /🆑 * Adds Untie Shoes, a 1-point wizard spell. --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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b700de94c2 |
[MIRROR] Fixed limb slowdown and hunger affecting your speed in nograv (#28412)
* Fixed limb slowdown and hunger affecting your speed in nograv (#84253) ## About The Pull Request Limbs with unique slowdown, such as that of mushies and zombies, won't affect it when they aren't actually using them. Hunger will now only slow you down in ground movement. ## Why It's Good For The Game Being hungry isn't meant to make you move slower while using a jetpack - that makes no sense. Similarly, mush or zombie or any limbs slow the zombie down despite not being used in nograv, which I think is silly. ## Changelog Limbslow not mentioned as its not very relevant to the average round 🆑 fix: Fixed hunger affecting your speed in nograv /🆑 * Fixed limb slowdown and hunger affecting your speed in nograv --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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067e7cbef6 |
[MIRROR] No-gravity now properly ignores missing leg slowdown (#28150)
* No-gravity now properly ignores missing leg slowdown (#83882) ## About The Pull Request Fixes #74911. ## Why It's Good For The Game Issue #74911 confirms that the slowdown from missing legs is a bug, and I'd like to fix it. * No-gravity now properly ignores missing leg slowdown --------- Co-authored-by: MGOOOOOO <97645027+MGOOOOOO@users.noreply.github.com> |
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+15 |
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit |
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991efb4fed |
[MIRROR] Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#27065)
Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#82250) ## About The Pull Request - Fixes Stabilized Red extract's equipment slowdown immunity bypassing item Immutable Slowdown - Fixes(?) Settler equipment slowdown modifier applying to immutable slows - Fixes Immutable Slow being considered an object flag when it was an item flag, causing objects to consider objects with it to be `BLOCKS_CONSTRUCTION_DIR` ## Why It's Good For The Game The description of Immutable Slows: `When players should not be able to change the slowdown of the item (Speed potions, etc)` Stabilized Red extracts were changing the slowdown of the item, which is unintended. Likewise Settler was doing the same, but that one I'm a bit more iffy on. Either way I suppose if things should immutably be slow, they should immutably be slow. ## Changelog 🆑 Melbert fix: Stabilized Red extracts no longer bypass Immutably Slow items fix: Settler equipment speed modifier no longer applied to Immutably Slow items fix: Immutably Slow items no longer block construction of certain items /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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b0a9ec864c |
[MIRROR] [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things [MDB IGNORE] (#25191)
* [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things * Update tackle.dm * Update living.dm * Update tackle.dm --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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4dae17f5f9 |
[MIRROR] Spider Infestation Balance Rebalance Expansion Part 2 [MDB IGNORE] (#24678)
* Spider Infestation Balance Rebalance Expansion Part 2 (#78705) ## About The Pull Request Balances 1. Spiders now slow down equivalent to their health 2. Tarantulas can no longer put web passages or solid webs and destroy walls outside of charge attack 3. Young spiders now cant pull objects do to being too weak and become slower outside of webs as they should be 4. Makes pneumatic airlock seal unable to be destroyed by spiders 5. All Broodmother eggs now have a cooldown timer Normal Eggs: 20 seconds Abnormal Eggs: 180 Seconds Enriched Eggs: 60 seconds Expansions 1. Added a new abnormal egg category 2. Broodmothers can now lay abnormal eggs 3. 2 new spiders added 6. A new web type: Reflective silk screen # Breacher    - Low damaging with High wound bonuses meant to debilitate enemies to take ground for the nest - Has the ability to breach areas by destroying walls with menson vision to map out strategic breachings - Immune to harsh environments with the ability to lay solid webs to protect the nest environment - Can send in warnings for the entire nest to hear Will Help the nest get out of being closed off by small construction attempts and fix some space breaches plus some back up by making enemies slower and scarring them off with some bloodloss # Tank   - Extremely low damaging build to absorb damage to hold ground for the nest - With the ability to lay down silk screen reflectors to protect the nest from missile attacks - Can heal itself at a slow rate Will provide great support to keep the nest at bay from range attacks at some extent and act as a damage absorber in dier situations # Abnormal Eggs   - They can only be made once every 180 Seconds - Hold the two new spider types ## Why It's Good For The Game New spiders to contribute to the general spider antag team dynamic, balances for spiders are always good making them funner to play against and bringing up challenges on their gameplay making them act less like murdering simple mobs and more like an actual nest trying to survive in the station. How? 1. **Cooldown egg laying:** broodmothers now have to be more strategic on where they place their eggs with an average of 3 eggs per minute per broodmother 2. **Spider slowdown on damage:** Spiders now will become slower the longer they stay out of the nest in battle making them have to retreat back to the nest shortening their time out murdering giving incentives to expand the nest 3. **Spider More Brute Damage:** Gives a reason to use melee against spiders although more dangerous it gives more reward due to the higher damage outputs since spiders are pretty much big bugs with delicate bodies no bones no good structural consistency equal more damage to blunt attacks 4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many walls at this rate and be able to lay so many defensive webs I don't know why they had this abilities but their strong enough as is ## Changelog 🆑 add: Added Abnormal Eggs add: Added Two new spiders del: Some Tarantula abilities balance: Spiders speed are now connected to health balance: Spiders now take more brute damage balance: All egg laying now has a cooldown /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Spider Infestation Balance Rebalance Expansion Part 2 --------- Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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5e8212f85b |
[MIRROR] Borgs will slow down when stuff is thrown at them [MDB IGNORE] (#23963)
* Borgs will slow down when stuff is thrown at them (#78561) ## About The Pull Request This feature was added in #75819 but didn't work, for two reasons. Reason one: it was checking for throwing impact on the "I got shot by a bullet" proc and then checking the throwforce of a bullet (generally 0, because you don't throw those). Reason two: the duration was throwforce / 10 seconds. This would apply a slowdown which was usually one or fewer seconds, which might as well not exist. The solution to this is to assign it to the correct proc and give it a flat duration for anything over a threshold of damage. Currently this is 3 seconds for anything with 10 or more force (such as the humble iron rod). You can reapply it by just throwing more stuff. ## Why It's Good For The Game Cyborgs don't suffer health-based slowdown like humans. This is good because cyborg combat should be similar to humans, but bad because our move speed config is so ludicrously high that it makes fighting anyone at full speed a real pain in the ass. Since flashes have been nerfed to require two clicks in order to stun a cyborg, you have to be able to catch them to apply the second click. Throwing something at them should make this more likely. ## Changelog 🆑 fix: Throwing things at cyborgs will now slow them down, as intended balance: Adjusted the calculation of throwforce -> slowdown for cyborgs such that it is simply a flat duration for anything above a certain damage threshold (the value of throwing iron rods) /🆑 * Borgs will slow down when stuff is thrown at them --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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508b43d7b3 |
[MIRROR] Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... [MDB IGNORE] (#23157)
* Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... * Update quirks.dm --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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57272c8d22 |
[MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630) ## About The Pull Request This one is a double feature because Watchers and Basilisks share the same typepath. You might see a couple more of those. As is tradition I decided to fuck with them rather than just port them. Here's what's up. **Basilisks**   - Have a new soulless sprite which looks less like a living blue hedge. - Walk at you and shoot you while you are not in range (just like before). - Become supercharged if they become "heated" by lava, lasers, or temperature weapons. This was a feature they also previously had but they would never encounter lava, so now it also works if you use the wrong gun on them. - Lose their supercharge if you cool them down. - Otherwise pretty normal mobs. **Watchers** https://www.youtube.com/watch?v=kOq_Bf78k5A Here's a traditional video of me intentionally getting hit by mechanics (trust me its definitely on purpose) - They glow emmissively a little bit so you can see them from further away. - Their eyes light up about 0.5 seconds before they are able to shoot at you. - No longer melee attack, instead try to stay out of melee. - Will occasionally put you into "Overwatch", meaning they will shoot you rapidly if you move or act while they're staring at you for a brief time period (after which you become immune for 12 seconds, and during which other watchers will play fair and stop shooting at you). - If they start taking damage they will also start using their "Gaze" attack, look away or suffer some kind of negative effect! - - Normal watcher gaze flashes and confuses you. - - Magmawing watcher gaze obviously burns (and briefly stuns) you. - - Icewing watcher gaze freezes you and throws you backwards. - Magnetically attract and eat diamonds. They also used to do this, but just if they happened to coincidentally walk past some. **Other accompanying changes** All basic mobs will now adopt the "stop gliding" trait if they get slowed down too much. I moved behaviour for "fire a projectile from this atom" into a helper proc because I was using it in three places and I will probably use it in more places. There are probably other places in the existing code which could be using this. I think I made the basic mob melee attack forecast default a little more forgiving, they were fucking me up too much and I am the playtester. ## Why It's Good For The Game Another one off the list. New tricks for old dogs. Framework for making mobs with ranged attacks "fairer" (you can see when they are ready to shoot you). More (hopefully) versatile AI behaviours which we will reuse later (I hope I'm not duplicating one someone already made). If our players "enjoy" them enough we can give more mobs "don't look at me" mechanics. Removes some soul sprites. ## Changelog 🆑 refactor: Basilisks and Watchers now use the basic mob framework. Please bug report any unusual behaviour. sprite: Basilisks have new sprites. add: Basilisks will go into a frenzy if heated by energy weapons or temperature beams as well as by lava. add: Watcher eyes will be illuminated briefly when they are ready to fire at you. add: Watchers can now briefly put you into "Overwatch" and penalise you for moving while they can see you. add: Wounded watchers will occasionally punish players who look at them. balance: Unusual watcher variants are more likely to appear. /🆑 * Basic Watchers & Basilisks * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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a669180af5 |
[MIRROR] Spider Evolution - Young Spiders [Ready] [MDB IGNORE] (#22972)
* Spider Evolution - Young Spiders [Ready] (#76692) ## About The Pull Request This pr adds a young spiders that appear between spiderlings and adult spiders. Now spiders have a stage where they are squishy but can also spin webs and do some other things early depending on the spider type. Spiderling stage takes 40 seconds and young spider stage take 1 minute, ealier for spiderling this was 1 minute. Also adds a new wizard spider sprite and makes the spider form usable. Gives Wizard Spider version has better immunity against fire since it can kill a wizard very fast it they are not paying attention. Makes tangle spider get more health but makes the self-healing worse. This is done because spider is a team antag except for the flesh (changeling spider), making it so solo-playing as tangle is less encouraged. Scout spiderling gets thermal vision also. It cannot communicate, but it can already start scouting now. Viper deals bonus damage when an enemy is on low health. Toxins don't kill humans anymore, and since the viper spider only deals 5 damage now it deals more so it can actually take down enemies at low health. They also have a little more health since they always die very fast. Viper can also change between a defensive/slow mode with more armor or a offensive/speed mode with less armor. Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it makes more sense for the nurse spider to be able to heal that amount. Flesh spider grows faster since they are a solo antag and spawn killing isn't cool. Tarantula spider can now tear down walls by clicking them instead of needing to use their charge attack. They can also build wall webs and passage webs. Their damage coeffs also got the regular burn factor for spider so their health also increased a bit.   ## Why It's Good For The Game Now there is a smooth transition between the tiny spiderling and the bigger spider stage. This will promote people to help the hive at an earlier stage while not being too powerful yet. It is also realistic and adds extra flavor to the spider antag. The other balance changes are improvements to the game. ## Changelog 🆑 add: Young Spiders that appear between spiderlings and adult spiders. balance: Wizard Spider version has better immunity against temp damage and can lay webs faster. balance: Tangle Spider sucks more with self-healing but has more health. balance: Scout spiderling gets thermal vision. balance: Viper deals bonus damage when an enemy is below 20% health. /🆑 * Spider Evolution - Young Spiders [Ready] --------- Co-authored-by: Comxy <tijntensen@gmail.com> |
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96d686b963 |
[MIRROR] [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element [MDB IGNORE] (#22885)
* [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element (#77370) ## About The Pull Request Fikou noticed that Goliaths change their targets semi-randomly, this is because the element I was using to curtail their movement caused the AI pathfinding to fail and cancel the current action. While investigating this I also realised that just "not gliding" makes more sense than what I was doing anyway, and has fewer weird side effects (like being unable to move diagonally). At some point it would probably be sensible to figure out what speeds make gliding look stupid and automatically apply this trait to characters (maybe only basic ones rather than humans?) moving that slowly, however I will do that in a future PR. ## Why It's Good For The Game More reliable AI behaviour. Better QoL when actually playing as a Goliath. ## Changelog 🆑 fix: Goliaths no longer intermittently reset their target and retarget something else. fix: Goliaths can once again step diagonally. /🆑 * [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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c0799c48c0 |
[MIRROR] A small pile of borg combat changes [MDB IGNORE] (#22704)
* A small pile of borg combat changes (#75819) ## About The Pull Request This PR rebalances borg combat. It is first part of broader set of changes that I talked about with armhullen, which was then discussed in discord player project channel. Ultimately arm decided to rewrite the complete rebalance and grab combat, but to help with testing, and to measure reaction to that changes, I wrote this much smaller change, that should be usable as a TMd test. Main points that changed: - Flashing cyborgs for the first time blinds them, and scrambles their movement. Flashing them while they are blinded immobilizes them as it used to, but still allows them to talk, and use radio. - Emping cyborgs still turns them completely off, but the code behind is _slightly_ changed, because of how utterly incomprehensible cyborg code is - Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion, stuttering, and jittering. - Robot consoles used by humans can now lock down only one borg at a time, they exhibit increased power draw while doing so. The borg is also informed of the location of the console. If left alone, the borg will unlock itself in 10 minutes, to avoid leaving it permanently locked down in some faraway place. If the console gets destroyed (or depowered), the borg will get unlocked - laser pointer only blinds borgs, without the paralyze component. If you flash a borg blinded this way it will paralyze it, so comboing it is possible. - Throwing things at borgs slows them down Not planned, but possible if testing shows its required: - Changing borg health to malfunctions - Whatever people convince me to add - Portable lockdown solution for sec, or a way for them to do basic check on borg. - Usage of bucket/something else to restrict radio usage of cyborg If you have ideas what would make this change better please use [discord channel](https://discord.com/channels/326822144233439242/1113145741788065924), or comments. Almost everything that I wrote here is subject to change, as requested or suggested. ### DISCLAIMER I had to change few functions in background of how borgs work. This WILL have changes I couldn't predict, since some of them aren't linked in any obvious way in code. I am aware of that, and will try fixing what needs fixing when pointed out. PS: Borg code is a nightmare ## Why It's Good For The Game Borg combat sucks. It is absolutely binary, there is 0 capacity for talking, because both sides fear losing in one click. Sec can't really feasibly ask the borg to state laws while flashed, so their only solution is to kill it and revive it. - Turning most instastun solutions into less lethal versions should lessen the pressure, since it reduces the chance that person that reacts first survives. - It causes minor reduction in traitor's capacity to emag borgs with only a flash, but EMPs still hardstun, and they are plentiful both in uplink, and in ghetto form, so that shouldn't be a problem. - Since it allows borgs to scream for help while being flashed, it also increases the potential of AI helping it, or at least noticing its death. - Lockdown console changes reduce its capability in completely turning off malf ai, and leave it still highly capable of being an useful tool in stopping emagged cyborgs. ## Changelog 🆑 balance: Flashing borgs requires two consecutive flashes to fully immobilize balance: Flashed borgs can speak balance: Remote lockdown on cyborgs lasts 180 seconds balance: Cyborg stun arm works like normal baton, and costs less energy /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * A small pile of borg combat changes --------- Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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2591045bb0 |
[MIRROR] Xenomorph/Alien Rework 2023: Part 1 [MDB IGNORE] (#22054)
* Xenomorph/Alien Rework 2023: Part 1 (#75286) ## About The Pull Request Alternative to #75277 Kept you waiting, huh? This PR is the first part of a Xenomorph rework which seeks to make the big lugs more balanced and up to date with /tg/'s current design. This mainly involves curtailing xenomorph's infamous hardstuns into more interactive forms of combat, while also giving some buffs to the xenomorph's more unique abilities in order to keep them threatening. Part 1 will focus on simple number changes and some simple mechanic changes. In the future, changes will be made to endgame involving xenomorphs, along with changes to other facets of Xenomorphs. Highly based off of #55937. Changes: - Xenomorph disarm has been completely reworked. While a disarm will attempt to, well, disarm, a human opponent should they be holding something, it will no longer immediately hardstun targets when they aren't. Instead, the xenomorph will shove the target several tiles back and inflict 35 stamina damage. If the target slams into a wall, this will also come with the added effect of knocking them down. If a human is incapacitated, however, right click will slam them into the ground, which paralyzes them for a lengthy 5 seconds (which is ultimately half the time xenos could stun you for before), allowing for safe transport back to the nest as long as you keep them close. - Humans can now shove xenomorphs. Due to being the superior predator, however, you can't knock down xenomorphs from shoving. You can slow them for a little bit akin to humans though. - Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina damage on contact. It is still resisted by BIO armor. **HUNTER:** - Speed reduced from -1 to -0.3. - Pounce speed is twice as fast as before (1 to 2) - Hardstun time on pounce reduced from 10 seconds to 5 seconds. Hunters being insanely fast has been a major balance-ruining factor of xenomorphs for many years now. These buggers could practically ambush anyone, hardstun them immediately, and then leave before anyone could do anything. Now, with their speed nerfed and in combination with the xeno shove changes, hunters will need to spend more time to down a target. Their pounce was practically useless, so its been sped up in order to make it more practical to use. **SENTINEL** - Speed reduced from 0 to 0.2 - Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now) Sentinels receive a large nerf in regards to their spit, but their before useless cloaking ability has been greatly improved upon as compensation. They now serve better as defenders and ranged ambushers. **XENOMORPH DRONE** - No changes As in the original PR, drones are perfeclty balanced in my eyes, so no changes were required. **XENOMORPH PRAETORIAN** - Speed increased from 1 to 0.5 - No changes Praetorians get affected by the nerfs of the other xeno abilities, but now they're a bit faster in order to close the gap to use their abilities. **XENOMORPH QUEEN** - Speed increased from 3 to 2 - Health increased from 400 to 500 - Damage increased from 20 to 50 Xenomorph queens have been sped up and made more tanky and lethal in close-range combat. Fighting this beast up-close should be a death sentence to almost anything else in the game. Speed increases will help her re-position and close the gap on potential prey. **OTHER CHANGES** - Fixed a bug where simplemobs didn't actually use xenomorph's damage values when they were attacked by them. ## Why It's Good For The Game Xenomorphs are old, and haven't been updated for quite a long time. This has left them as sources of a bunch of hardstuns which made counterplay from a modern spaceman extremely difficult. With these changes, fighting xenomorphs is more interactive and should end up being more enjoyable for both crew and xenos. Buffs were also given out to incentivize usage of xenomorph's unique abilities as opposed to the standard disarm spam which was most effective for them until now. ## Changelog 🆑 balance: Xenos have been rebalanced, removing their hardstuns on their disarm and neurotoxin, along with a slew of other changes. Xenos have received buffs to their more unique abilities in return. fix: Fixed simplemobs ignoring xenomorph's melee damage values when being attacked by them. /🆑 * Xenomorph/Alien Rework 2023: Part 1 --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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68ef9b4d31 |
[MISSED MIRROR] Various spider fixes (#76528) (#22395)
Various spider fixes (#76528) ## About The Pull Request Fixes #76484 Then I noticed some weird stuff which slipped through the PR and poked at that too. - Spiderlings and Spiders once more have names ending in (###) - Removed an unused property on Spiderlings. - Rewrote the descriptions for a bunch of web-abilities and web-objects to be clearer and have better capitalisation. - Refactored the "Web Carcass" ability to not extend from "lay web" as it didn't need to perform most of that behaviour. - Also I renamed it and made the description give you a hint about why you would want to instantly spawn a statue. - The web effigy now despawns at the same rate as the ability cools down so you're not dumping spider statues all over the place. - I made spiderlings move at about the same speed as humans except if they're on webs in which case they're still pretty fast. To be honest I am not certain an instant statue spawning button is great to begin with and I didn't even know it was added to the game but I am not interested in messing much with the balance for now. This made me look at spiderlings enough that I'm going to try and make a new sprite for them that isn't awful. ## Why It's Good For The Game Lets you differentiate individual spiders a little bit. Makes usage of abilities clearer. ## Changelog 🆑 balance: Guard spider web statues despawn as the ability comes back off cooldown. balance: Spiderlings now only move at light speed if they're on webs, stay safe little guys. fix: Spiders once again have random numbers after their names. /🆑 Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d31414c172 |
[MIRROR] Spider Infestation Balance Rebalance Expansion Part 1 [MDB IGNORE] (#21509)
* Spider Infestation Balance Rebalance Expansion Part 1 (#75204) ## About The Pull Request https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth into what this PR is about ## Content ### Ambush Spider   ### Scout Spider    ## Tangle    ### Spiderlings    ## Why It's Good For The Game Currently, spiders have plenty of issues that make them a very 2d mentional antag they kill,die, and respawn which is boring and leads to a bunch of balance issues for their current design this PR both fixes the current issues spiders have and adds more depth into the antag. ## Changelog 🆑 add: Added 3 new spider types add: Added more spider abilities balance: Rebalanced spiders fix: Fixes spiderlings having density /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Spider Infestation Balance Rebalance Expansion Part 1 --------- Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ 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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3696b1eb88 |
[MIRROR] Converts Killer Tomatoes to Basic Mobs [MDB IGNORE] (#21301)
* Converts Killer Tomatoes to Basic Mobs * skyrat modular changes --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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aac6045ba8 |
[MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework * SECT 9 * ok --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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42dd487728 |
[MIRROR] Station Trait: Spider Infestation [MDB IGNORE] (#19813)
* Station Trait: Spider Infestation (#73893) ## About The Pull Request Hate having your cables eaten by mice? Nanotrasen have heard your complaints and settled on a natural, _organic_, and eco-friendly solution. When this station trait is active, roundstart and event mouse spawns have a chance to instead be replaced with duct spiders (both will exist, it doesn't remove mice). Duct spiders are largely harmless to humans, actively hunt other maintenance creatures (such as mice), and have only one _tiny_ downside.  These mobs can also sometimes be spawned by a minor scrubber clog event. As a side note, all spider basic mobs with AI (except Araneus) will now try to automatically fill a small area around them with webs. Also I made it so that mobs will ignore their random_walking behaviour if they're engaged in a `do_after`, just in case. ## Why It's Good For The Game Adds a little bit of variety to things which can slightly annoy you in maintenance. Spiders will automatically make places they live in look like spiders live there. ## Changelog 🆑 add: A station trait which sometimes populates maintenance with small spiders. You can wear them as a hat if you wanted to have a spider on your head for some reason. add: Spider mobs will automatically start webbing up their environment. /🆑 * Station Trait: Spider Infestation --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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10f151c2f1 |
[MIRROR] Replaces Netherworld mob health scaling component [MDB IGNORE] (#19580)
* Replaces Netherworld mob health scaling component * e * Update mobs.dm --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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41b1a000ec | [MIRROR] Fixes disguised morph movespeed bug [MDB IGNORE] (#18904) | ||
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9e786d49b4 |
Stops floating mobs from being affected by slowndown bulky_drag and human_carry (#66610) (#13357)
Put simply, removes the slowdown from pulling bulky items as well and fireman carrying (and piggyback rides) while in zero gravity. This also fixes some weirdness, like how slowdowns from aggressive grabs are negated in zero g, but because bulky_drag is NOT negated, you can still be slowdown in zero gravity if your target is laying down. or in a neck grab or higher because they are then automatically floored. Which makes zero consistant sense given the context. Also, while testing this, I noticed that it was faster to drift while pulling a bulky object in space rather than fly with a jetpack because of the slowdown and how drifting works, which also makes no god damn sense. This should fix that too. Fixes the consistency errors mentioned above, also adds an interesting change of game state in zero gravity which seems fun. (see: faster to drag away downed friendlies during a space battle, or perhaps kidnap a downed enemy) Fixes #62600 (aggressively grabbing a body in space makes you move faster than passively grabbing them) You can now pull bulky things in zero gravity at full speed The slowdown from neck grabs is now properly negated in zero gravity. Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> |
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c8ec74bee2 |
[MIRROR] Reworks janitor cyborg cleaning, focus on the slipping [MDB IGNORE] (#10961)
* Reworks janitor cyborg cleaning, focus on the slipping * Feex Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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6f9a3604be |
[MIRROR] Replaces morph set_varspeed() calls with movespeed modifiers. Makes it better. (#6860)
* Replaces morph set_varspeed() calls with movespeed modifiers. Better it up. (#60154) Fixed morph speed being slower while undisguised and some old code related to it. Fixes #57202 (All you need to do is to disguise yourself once and undisguise. You are now about half as slow as you were prior in each form.) * Replaces morph set_varspeed() calls with movespeed modifiers. Makes it better. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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420ff25794 |
[MIRROR] [READY] Space Dragon Quality Improvement Update (#4863)
* [READY] Space Dragon Quality Improvement Update (#57942) qol: Space Dragon's gust attack is now tied to right click instead of an ability button balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death soundadd: Space Dragon now has a custom roar for dying and winning imagedel: Deleted now unused Space Dragon ability icon refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * [READY] Space Dragon Quality Improvement Update Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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62a599c29f |
[MIRROR] Fixes flying damage slowdown applying to the floating movetype instead. (#4517)
* Fixes flying damage slowdown applying to the floating movetype instead. (#57994) * Fixes flying damage slowdown applying to the floating movetype instead. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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276c7fc297 |
[MIRROR] Resonator rework (#2970)
* Resonator rework (#56293) Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com> * Resonator rework Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com> |
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5adb2790a0 |
[MIRROR] Spider Rework (#1667)
* Spider Rework * Update giant_spider.dm Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: Azarak <azarak10@gmail.com> |
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7bbe8ec530 |
[MIRROR] [READY] Vatgrowing: Third time's the charm (#508)
* Merge pull request #53020 from Qustinnus/fatgrowing [READY] Vatgrowing: Third time's the charm * [READY] Vatgrowing: Third time's the charm Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com> |
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e36475e1f4 |
Slowdown fixes and tweaks (#50095)
* Slowdowns * Highlander fix |
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6dc2f47411 | better idea | ||
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8d16c25825 | these need ids | ||
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1c0b764dcf | no more ids | ||
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e5136f86b2 | *yawn | ||
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f56844d54a | i forgot how bad i was at coding | ||
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6da319481b | woops forgot those | ||
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c91e19c442 | Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two | ||
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63d54e3e4f | PAIN | ||
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935817e607 | a a a a a |