About The Pull Request
The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game
Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog
cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
What is it
A new event that will target 1-3 people randomly. The fluff text/emotes from multiple viruses (such as coughing, sneezing, dizziness, confusion, vomiting (just the fluff text no actual vomit), etc) will be thrown at the victims as with a regular virus, but they will not actually be suffering from a virus.
The way it works is that it gives a 3 minute invisible status effect that will throw random spooky messages with increasing spookiness over time (like a real virus would). After the 3 minutes is up, the status effect vanishes and it's like you were never even afflicted. Also, after the 1-3 random people are given this status effect, 1-5 more are made to cough/sneeze/etc exactly once with a randomized brief delay.
Purpose
This should hopefully make people stop and think before immediately going to lynch the virologist when they see a "You feel lightheaded!" message. Adds paranoia.
cl
add: A new Fake Virus event that makes you think you have a virus when you don't
/cl
* mostly fixes in this commit
* removes old_god from the dme
* russian shuttle improvements
* TODO: fix the hook gun
* shotgun finished, next commit shuttle
* bounty hunting shuttle
* back up to speed on the dmis
* readds poster 46 and adds the shuttle finally
* dmi fixes
* traps need fixing, work out whatever is happening with synths
* super final touches, see desc
map ports + proper spawners, pinpointer and traps functional. other misc changes
* removes verb stuff from non verb stuff
* review (see desc)
antimagic checks and it now the two objects move inside each other instead
* dmi conflicts
* PLUNGERS. BEGONE.
About The Pull Request
This PR ports Baystation color carps. In short, normal carps can now spawn in variety of colors,
This only affects normal carps, not special ones like magicarps or megacarps, these retain their own unique sprite. There are also some pretty rare color variant for carps and our friendly Syndicate carp Cayenne has increased chance to get it.
Why It's Good For The Game
Better aesthetics and immersion.
Changelog
cl
imageadd: Normal carps now spawn with a random color! There might even be some really rare color variant.. try asking Cayenne about it.
/cl
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too
* Makes the source argument come after message, since it is optional
* Removes excess </span>
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
About The Pull Request
VR sleepers now lead to the VR Hub, a place with a bunch of portals that lead you to other areas, or just has chill stuff like a bar. Includes portals to all the old vr maps, the megafauna training simulator map, a soon to be minecraft map, and my crappy game runner where you run away from falling tiles and fight to be the last person to survive. Merges murderdome and syndicate trainer into the vr hub map so they spawn every time with vr. Recall portals now can have multiple exits to support the old vr waypoint system from the hub. Also moves a lot of stuff around in the files to make it more organized. There's now also a ghost role that can access VR as well with infinite spawns.
VR NOW HAS A CONFIG OPTION SO ENABLE IT OR VR WILL NOT WORK.
Why It's Good For The Game
Being a ghost is boring for most people, it's nice to have a place for people to hang out rather than just leave the server. This is also a nice place where people can put gamemodes they're testing or other fun little minigames that can't be main gamemodes. VR currently is not used by really anyone so I don't see anyone getting bothered by this PR as well.
Removes the light breaking portion of greytide, there is already another
event involving sudden light breaking. It's also just obnoxious to fix
the doors in the dark for sillycones.
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
* Add files via upload
* Rename space_dragon.dm to code/modules/events/space_dragon.dm
* Adds Space Dragon
* Adds Space Dragon Event
* Remove Copied File
* Put antagonist definition in proper location for space dragon
* Update space_dragon.dm
* Removed passive health regen from space dragon
* Updated Weight and Earliness for Space Dragon
* Added Objective to Space Dragon, Updated Starting Blurb
* Cleaned Up the Objective Determiner
* Actually fix the space dragon objectives
* Fix the objective display for the space dragon's target
* Updated Space Dragon Intro Blurb
* Updated Centcom Message When Space Dragon Spawns
* Updated Space Dragon's description with new lore
* Clean Up Space Dragon's OnFire()
* Add Space Dragon Sprites
* Sprite in wrong location
* Properly adds Space Dragon Sprites
* Adds Space Dragon Tiny Sprite to be Carp
* Space Dragon Uses New Sprites, Tiny Form Updated
* Increased Time Til' Dragon Spawn
* Drake's Tail Sweep Now Uses Prebuilt Spell
Thanks to Cobblestone for the head's up on this.
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* adds station positions global list
* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department
* missed comma
* embarassing
* Update code/modules/antagonists/creep/creep.dm
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* parentheses
* shiver me timbers
* Hey, great work Mac! Now let's take down the next circuit!
* a plethora of fixes
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
* Moves valentines/candyheart messages to json; adds new text
* commas are my passion i love commas more than anything in the world give my valentine to commas and then FUCKING KILL COMMAS HOLY FUCK GOD
* commas.
* EVEN MORE VALENTINES
* I can't stop
* Added Curse of Madness to Summon Event pool
🆑 coiax
add: Curse of Madness can now be triggered by a wizard's Summon Events,
at the same chance as Summon Guns or Summon Magic.
admin: When an admin triggers Curse of Madness manually, they can
specify their own dark truth to horrify the station with.
/🆑
Random Curse of Madness events pick a line from the redpill.json file,
which I've added some more entries to.
* REDPILL_FILE
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl
There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.
One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:
A random creepy objective. It could be taking a photo with them in it, hugging them, etc
After your are done with your objectives, kill them. you can't complete the objectives when they are dead!
Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.