Commit Graph

57 Commits

Author SHA1 Message Date
Qustinnus 0b2f593b32 Nerfs hunger moodlets 2019-08-06 19:27:56 +02:00
loser 85f1552221 E 2019-08-04 22:02:59 +03:00
Qustinnus b73a9eec67 nerfs hunger events (#45114) 2019-07-12 02:29:28 -07:00
Krysonism 7885aa52a0 [READY]Adds moodlets to appropriate drugs and drug-like reagents (#44985)
* Adds narcotic moodies

Krokodil, fentanyl and morphine now trigger moodies.

* Makes the duration comparable to similar moodies

+Morphine now uses the correct moodie.

* Adds moodies to crank, meth and bathsalts.

* Remove comma splice
2019-07-08 13:52:59 -04:00
nemvar ba24766c08 Fixes area moodlets. (#45043)
* moodie

* newline
2019-07-08 13:14:04 -04:00
Garen Crownguard 534a9140aa merge 2019-07-05 17:59:38 -05:00
granpawalton b9fa8ad730 Make breakfast foods give a positive moodie before 15 mins (#44914)
Breakfast food now gives a minor but long lasting moodie when they are
eaten within roughly 15 minutes of the shift starting.

Affected foods:

- most egg based foods
- coffee
- bacon
- oatmeal
- orange juice
- milk
- pancakes
- waffles
- donuts
- toasts
- biscuits
- cereal

Buttered toast was moved in the code to where all the other toasts
are. Encourages chef to do more than fry his book and make a silly 10
foot meme sandwich. Coffee from vendors now has an additional use.
2019-07-04 20:15:07 -07:00
Mickyan 10cbc2219c Update honked moodlet (#44863)
The moodlet from being hit with a bike horn now has its own overlay.
Changed the description to not make assumptions about the quality of
local entertainers. The moodlet can only be applied by clowns, as they
are the only ones capable to unlock the bike horn's true hidden power.
You can no longer get a mood boost by hitting yourself with a bike
horn.
2019-07-04 16:54:28 -07:00
Qustinnus d9b316b7ab Sanity Rebalancing (#44800)
cl Floyd / Qustinnus
tweak: The Nanotrasen Physological department has realized that working at a metal deathbox is more stressful than it currently is. Mood has been slightly rebalanced
/cl

This PR is mostly a rebalance of various variables that exist withing the system. The system is now more likely to skew one of two ways instead of always hanging at neutral unless you're hungry, I plan to make it more likely to skew to one side from other things as well, and nerfed various low effort and non interesting interactions such as reading books while buffing the ones that have gameplay like drinking good bartender drinks or winning arcade games.

I also plan to add a moodlet for being in the bar; this will reinforce players to visit these areas if things get bad, or if they just want to refuel for a bit.
2019-07-03 19:32:09 +12:00
Garen Crownguard 3a37d0322c merge 2019-06-23 20:39:24 -05:00
nemvar 74c8498c08 [Ready]Gives ashwalkers an antag datum (#44396)
* welp

* Savages, savages, barely even human.

* Savages, savages, barely even human

* You didn't see this

* h

* bee gone

* FFS, I mixed up my... ugh

* savage

* removed test line

* Turns ashwalkers into antags

* fuck

* hjjg

* fixes stupid

* g

* h2

* Damn...

* There we go?

* If it compiles, we can ship it

* Forgot the actually remove the thingy
2019-06-14 19:48:12 +02:00
bgobandit f9330d2fd1 Art produces moodlets, good or bad depending on quality. THE REMAKE (#44174)
* Art produces moodlets, good or bad depending on quality.

* makes more requested changes

* makes requested changes/placates oranges

* fuck this shit

* this is my last will and testament, when I am dead and gone I request that my relatives make the changes that I will probably still be requested to make at that point
2019-06-08 21:58:13 +02:00
Garen Crownguard caa683e5b1 merge 2019-06-04 07:04:21 -05:00
Garen Crownguard 4b2fc4cc05 Removes Hygiene 2019-06-04 06:25:51 -05:00
AnturK d8078e1452 Adds system for randomized semi-persistent chem reactions. (#44094)
Generates parametrized randomized recipe and resets them every x days.
One example reaction added, with recipe available in space ruin (or through experimentation of course).
There's a few obvious improvements to the randomization system but i feel this is good enough to start some discussion. Still need to decide how far should conflict resolution go.
2019-06-01 09:31:05 +12:00
RaveRadbury 9ab2ad72ca Reworks "Religiously Comforted" mood_event (#43995)
* Initial poking around

* adds a message to let you know the examine proc'ed

* converts time to minutes

* removes old on_process() code

* Nests procs under if(!appears_dead)

* nests blocks under src != user
2019-05-21 18:53:13 -04:00
RaveRadbury 1bcefc7156 Clean up mood events from deciseconds into MINUTES and SECONDS (#43908)
We have defines for times to save us from the horrid decisecond. Inspired
by the singular use of defines for the "clean laundry" moodlet I have
converted all other mood_event timeouts from deciseconds to appropriate
MINUTES and SECONDS.

It hurts to look at raw time outputs. Code is now a little less maddening
to look at.
2019-05-13 18:13:00 -07:00
4dplanner fb758443d6 Add newline to spiritual mood message (#43905) 2019-05-10 16:19:11 -07:00
zxaber 2509aaea46 Removes the negative moodlet for showering with clothes on. (#43722)
* Don't need none of that negitive attitude

* better good

* Adds a message about trying to shower with clothes on while you're filthy.
2019-04-30 10:10:39 -04:00
Mickyan 268316731f [READY] Adds the Empath and Friendly quirks (#43651)
* things

* newliiine

* better text
2019-04-23 15:00:14 -04:00
anconfuzedrock 8465e881a2 adds backpain quirk 2019-03-20 18:04:32 -04:00
tralezab 9e4856d55d [READY] dilutes the staff of chaos pool with some more bolts (#42719)
* staves

* projectiles

* sapped event

* last of the staves (need to sprite and get sounds)

* last of the projectiles

* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.

* removes staff of cooperation, adds fly magic status effect

* a couple things with flight + tweaks

* removes old bolts/staves, finishes and adds parts of the new set

* fixes

* fetching + flying fixes, added chill and wipe

* and done

* cobblestone's review
2019-03-08 08:24:57 -05:00
Mickyan c7389a1ecd honk me a river 2019-02-15 16:07:19 +01:00
tralezab 46e3894bb2 Creep fluff completely rewritten (#42675)
* hang in there!

* Apply suggestions from code review - rewrite P1

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* most creep > obsessed - rewrite P2

* removes creep_inlove, last edit to greet
2019-02-08 11:26:41 -05:00
ShizCalev f09b0e7b44 fixed pronouns 2019-02-02 19:16:59 -05:00
tralezab 1733858ba8 [Ready] Happiness drug overdose has special mood icons, badass syndies get sunglasses on their moodlet, creeps get heart eyes (#42502)
* mood_event.dm

* runaway - kanye west

* didn't take forever debugging how nice

* fixes and sanity

* moods are fun
2019-01-30 22:44:54 +11:00
Rob Bailey 08afd120f4 [Ready] Smoker and Junkie Quirks (#42477)
* drug quirks

* more work on junkie trait

* more druggie work

* work pls

* make the junkie trait actually fucking work and not runtime

* fix the smoker quirk

* fix capitlization on the reagent containers

* refactored

* less shitcode

* fix errors

* add meth and crank since it's 0.5u

* fix dupe chem + fix addictions list being loaded with null

* relapse mechanic

* have addiction applied on spawn again

* remember to compile kids

* some logic error corrections

* fix another logic error resulting in relapses never triggering

* fix the logic error that I thought I fixed to begin with but accidentally made worse

* I really have the fucking dumb right now.

* reset the addiction when it's readded

* better syntax for list addition

Co-Authored-By: actioninja <actioninja@gmail.com>

* suggested changes

* better new syntax

Co-Authored-By: actioninja <actioninja@gmail.com>

* turf var

* correct syntax error

* renamed vars

* announce proc instead of hacky logic

* clearer logic refactor

* increment operator

Co-Authored-By: actioninja <actioninja@gmail.com>

* make it actually compile

* no null patrol

* fix accessory spawning

* fix runtime from the reagent list being full of instances apparently

* buff pill contents so they actually satisfy addiction

* adds cigars to the smoker spawn pool

* I think this is what cyber means?
2019-01-29 10:11:13 -05:00
4dplanner ea4234cd81 legion cores remove CC instead of adminhealing [READY] (#42378)
* legion cores remove CC

* legion -> regenerative

* lore

* Icons

fixes last reference to legion core in status

* Automatic creation of classes is possibly the worst feature of all time

* Moves remove_CC

* Review changes
2019-01-22 11:57:53 -05:00
tralezab a89c5aee03 [READY] petting all dogs makes you happy, petting cats now makes you happy #freepugs (#42373)
fixes #42361
closes #42363

i changed the moodlet instead of where the wuv proc is, so it should pick the initial name of the dog and say something like "pugs are so adorable! i can't stop petting them!" but for all kinds of dogs

the only thing is that this name doesn't change if you pet a pug and then a corgi because they are classified as the same buff, i could make the name of the buff the same as the mob you are petting so you could stack happiness but that would be a balance change, imagine how happy you could get locked in a room with every kind of dog in the game
2019-01-19 00:13:04 +13:00
Qustinnus e1d360ff05 [ready] Golem DLC pass 2018 (Adds new golem types) (#41951)
* Bronze golem

* adds creation

ad

* removes shit adds shit

* temp

* fff

* bone, leather and cardboard

* fff

* boneyard

* temp

* ahahahha dumb moron

* adds durathread golem sprites

* reee

* ass

* Auto stash before merge of "golemgang" and "origin/golemgang"

* fix

* uuh

* d

doned

* remove dupe
2019-01-16 13:42:20 -05:00
Jordie 0c92e1d8e4 Merge pull request #42314 from coiax/buff-spiritual
Improves Spiritual quirk
2019-01-12 18:02:30 +11:00
coiax 23c663c448 Wearing freshly washed clothes makes you feel better (#42129)
* Wearing freshly washed clothes makes you feel better

🆑 coiax
add: Wearing a jumpsuit that's been washed in a washing machine
will give you a positive moodlet.
/🆑

In addition, cleaned up the washing machine code so there no longer
needs to be a "has_corgi" var.

* Laundry is only clean for 5 minutes
2019-01-11 18:05:03 +13:00
Jack Edge 5632b78831 Improves Spiritual quirk
🆑 coiax
add: Players with the Spiritual quirk now spawn with a pack of candles
and a box of matches, for better communion with their chosen power, and
get a mood boost while near a holy person (generally the chaplain).
/🆑

Makes Spiritual not just a quirk that literally requires admin
approval to pay off. Have some free candles, talk to the chaplain to
cheer up, and maybe you'll be able to gang together to convince the gods
to give you an angry bloodcrawling duck.
2019-01-10 23:06:15 +00:00
tralezab 240cb31e12 [READY] New Side Antagonist: The Creep! (#42021)
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.
2019-01-07 19:18:35 +13:00
Qustinnus 0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
Qustinnus b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
Mickyan c0ac8d514f Adds new moodlets, psychotropic drugs (#41207)
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl

Fixes #41170

List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions

Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.

Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
2018-11-04 15:01:05 +13:00
Qustinnus 3b12a40fcc Legion core / aheal now only removes temp moodies. also bad moodie for using it (#40657)
cl Floyd / Qustinnus
fix: Legion core / aheal now only removes temp moodies
add: Legion cores now give you a bad moodlet
/cl

#40110

fixes
2018-10-17 23:18:59 +13:00
Unknown 5e7522aa44 only i could fuck up this hard 2018-10-05 20:50:41 +02:00
Qustinnus 5fdcc2ec23 cleans my legacy (#40710)
cl Qustinnus / Floyd
tweak: your belly is now flat and empty
/cl
2018-10-06 07:48:10 +13:00
ShizCalev d235f27088 Adds syndicate balloon mood modifier for antagonists (#40504)
* Adds syndicate balloon mood modifier for antagonists

* undrunked the code
2018-09-30 20:55:06 -04:00
ShizCalev 98a6b39cca Clean up mixed space & tab usage (#40121) 2018-09-05 22:51:20 -07:00
Shdorsh 9c68b78c3c [READY] Making corpses rot and create miasma (#39735)
* Adding miasma gastype

* make miasma roll small chance of infecting and corpses rot

* Add dry air sterilization to clear miasma

* make air alarm scrub out miasma automatically

* Storing corpse in morgue/coffin doesn't create miasma

* Added more ways to block miasma and a small notice

* fixing some errors in the rot proc, since I accidentally copied the old bugged version

* Code improvement, now waiting for Travis

* Added more effects to high miasma concentration

* Added delay to miasma production

As a result, miasma production goes up and partial pressure was unachievable back then, so I lowered it for all the effects.

* Formaldehyde stops decay

Also still trying to manage that miasma side effect stuff

* fulfilling some reviews

* Well done Travis

It's 9 in the morning, but I wanna see this through first

* beginning of miasma canister

* Added miasma canister

* Added miasma canister art

* add odor moodlets

* adding moodlets to miasma

* simplifying reagent check

* fixing indentation

* fixing an indentation problem

* Adding miasma tile effect

* adding miasma tile effect

* Deleting file in false placement

* changing miasma partial pressure for carbons

* added effects to lungs

* fixed a few errors

* Update lungs.dm

* Making miasma effect slightly prettier

I am not a pixel artist, but at least I try

* Raising miasma inhibiting temperature to -10°C

Yes, you can now store bodies in the cool room.

* making sure air alarm is set for miasma

since it is a common waste product, air alarms should start with scrubbers having miasma set to scrub

* setting scrubbers to scrub miasma on start

finally found this little setting

* lowered formaldehyde amount needed

* reaction fix

* rebalanced the reaction

Now happens quicker and doesn't produce that much heat.

* remove timeout to stench moods

* Update life.dm

* making mood stop with low/no miasma

AND waiting for travis

* fixing variable naming error

* fixing send signal for lungs

* fixing send signal for carbon

* fixing moodlet

this subsystem sure works in mysterious ways

* fixing lung moodlets

smell u l8r

* removing the 2 ifs

and looking if all moodlets are given to owner, not src

* Trying to balance the sterilization reaction

No more accelerated superburn. This heats *slowly*, as it was supposed to.

* Update vent_scrubber.dm

* improved the disease generation

the random disease's new proc seems more efficient, so let's go with it

* charred corpses don't produce miasma

there's nothing organic any saprophyte could possibly benefit from a carbonized carbon. also, replaced the disease proc, since there's better

* adding disgust system

* rebalancing

looking at the thresholds made me think that it was set too low, see negligible

* Slowing down the bubbling

can we plz move on?

* restoring old scrubber functionality

* mistakenly believed deleting this would only delete my changes in the code

here's the old functionality

* Update and rename vent_scrubber to vent_scrubber.dm

* restituting the spacing

* adding water vapor check

* changed miasma's specific heat to 20

no toxins memes

* lowered threshold, due to near-unachievability of pressure

* lowered threshold, due to near-unachievability of pressure

* there's never going to be a canister onstation

unless it's debugging or adminbus, so you'll need this little bit more
2018-09-05 20:19:54 -04:00
Mickyan 764844f530 Artsy fartsy quirks (#39930)
add: Show your support for the fine arts with these new quirks:
add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon
add: Photographer: halves the cooldown after taking a picture
add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood.

These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier!

I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really.

All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
2018-08-31 00:10:10 +12:00
Qustinnus b3eccaadc3 Makes some improvements to mood code (#39750)
removes useless mood events subtypes
fixes mood event timers not resetting when they get triggered again
removes the depression overlay which makes our fruit happy
2018-08-19 14:58:07 -07:00
Mickyan c3a7e27eef Drink quality affects mood (#39628)
Time to get fancy, bartenders. The harder it is to make a drink, the stronger
the effect, usually. There are exceptions, but quality tiers look something
like this:

  1. any mixed drink
  2. 3+ ingredients, at least one alcoholic and non-alcoholic each
  3. either takes some particular effort to make to make or requires exotic
     ingredients
  4. requires exotic ingredients and take some effort to make

I also slightly lowered the strenght of the drunk moodlet to encourage using
mixed drinks, though getting drunk out of regular drinks is still quite
effective due to how long lasting it is.
2018-08-12 01:05:16 -07:00
kevinz000 48ece11504 Felinid/catpeople are now their own human subspecies (#39513)
* Catpeople are nyow a species

* Fixes a runtime

* Fixes the issues with being forced ears when you chose none

* Neko --> Felinid

* P2

* Update

* Working this time I promise
2018-08-08 20:56:46 +03:00
Mickyan c2f7b80c8f Being drunk improves mood (#39525)
At last, the bartender finds his purpose. This may be a bit strong but I think
making the bar the best place to go to improve mood is a good thing.
2018-08-04 17:27:50 -07:00
bgobandit 7df3ffb4db Fixes various small issues with moodlets; adds one for exercise. (#39437)
Adds a slight positive moodlet for working out, the same effect as reading a book

In the process refactors weight machines so they are actually object oriented, this creates map edits to Delta and Pubby as well as one ruin

Changes the message "Nothing special has happened to me" to something that is hopefully less immersion-demolishing.

Moodlet text for eating disgusting food no longer appears in positive green text
    Other various grammar fixes
2018-07-31 11:15:59 +12:00
Qustinnus 284f90a3ab Makes some requested changes to mood (#38851)
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
2018-07-08 13:50:54 +12:00