Commit Graph

12045 Commits

Author SHA1 Message Date
ATH1909 c644988193 oops (#51690) 2020-06-16 22:15:51 -04:00
EdgeLordExe d5b97b3938 Heretics bugfix (#51648)
* aaa

* e
2020-06-16 06:35:17 -04:00
ShizCalev c164d9922f Fixes a few duplicate articles in examines (#51631)
* Fixes heavily fried foods naming issues

* a few more
2020-06-15 15:10:35 -04:00
Jordan Brown c17c4606de Merge pull request #51641 from Jared-Fogle/drunk
Implement unused drunk alert
2020-06-15 14:52:34 -04:00
ラッピ from PSO2 7ba921ee6d Medbots now know they should be healing other damage types instead of brute (#51606) 2020-06-15 10:40:37 -04:00
EdgeLordExe b237791423 HERETICS: Solo Antagonist that grows with power (#51199)
* basic antag items


hey


based


game is on


ree


e


brings back good sprites


eueuuee


eeeeeeeeeeeeeeeeeeee


more


tgui baby


FINALLY


e


Small changes


adds better point s


Finishing touch!


FINISHED

ANTAG FINISHED. FUCKING. FINALLY
grammer


E


E?

* rebuilt tgui

* gamemode fixes

* i love inconsistent var names

* sprootes

* ath review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* Automatic changelog compile [ci skip]

* a shit ton of changes

* Apply suggestions from code review

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* sprootes

* more changes ree

* Fixes and upgrades

* sprootes done

* dmdoc compliance

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* mewtewnew revieww ~~

* e

* Automatic changelog compile [ci skip]

* e

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* autodoc

* E

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* removed Destroy()

* * 0.5

* bugsquash

* e

* changes to ashlord's rite

* e

e

* e?

* the fuck

* adds station wide alerts for ascension events

* fixes an autodoc

* tgui

* e

e

* removes a redundant line of code

* sickly blade is now normal size item

* changes a line of code in flesh

* no revives for ghouls!

* uwu

* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>

* E

* E2

* Automatic changelog compile [ci skip]

* Makes eldritch cult into HERETICS

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* unfucks medallions code

* long live list loops

* E

* E

* i love my git crashing

* Magics

* E

* removes TRAIT_GHOUL since it was redundant

* Update code/modules/mob/living/carbon/inventory.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/inventory.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* fixies uwu

* hopefully i fixed all return ..()

* E

* EEEEEEE

* wormie now is refactored

* removes destroy

* Update code/modules/surgery/bodyparts/bodyparts.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Automatic changelog compile [ci skip]

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* E?

* E

* one more

* k

* OH SHIT OH FUCK

* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences

* REE

* fleshy fixes

* fixes summonings

* REE

* texture fix

* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK

* grammer

* nullrods can now remove runes

* HOLY SHIT, HOTFIX NERF

* E

* E

* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY

* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* SECOND TEMPORARY FIX

* fixes fixes fixes fixes

* i hope this no longer will qdel summons

* E

* please push this asap

* E

* buffs sickly blade to 17 damage and only allowes culties to use it

* Explanations uwu

* examine changes ree

* e

* E

* )

* E

* E

* Ash fix

* changes to mad touch

* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides

* E

* makes worm code use COMSIG_MOVABLE_MOVED

* replaces bad var names

* makes eldritch knowledge an assoc list

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* what the fuck

* the fuck

* fixies

* EEE

* fixes

* e

* fixes

* mansus grasp slight buff

* changes overall changes

* E

* logging

* changes the eldritch armor into a nicer looking kryson robes

* tgui bundle

* QOL sprites and a spell to contract armsy

* SPRITES

* readds rust floors

* Fixes pointed out by anturk

* E

* E

* E

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Cleanup

* Fixes

* E

* EEEEEEEEEEE

* makes heretics a little bit more common

* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* EEE

* eee

* E

* E

* Init

* Makes shit more readable

* h

* e

* E

* wounds compatibility patch

* hnng

* rusty better sprite

* turn

* Apply suggestions from code review

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* E

* further renames e

* E

* JS side

* changes reee

* e

* E

* yeesh

* e

* E

* pr

* e

* E

* changes re

* AAAAAAAAAAAAAA

* e

* antag huud

* e

* e

* hnnng

* hnng

* HNNNNG final patch - LAST TESTMERGABLE COMMIT

* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW

* e

* FINAL PATCH - MERGE READY

Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC

* forgot about a single debug line aaa

* hnnnhng

* hng

* a!

* aaa

* applies code review

* e

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 18:10:16 +02:00
Jared-Fogle 1ca9ebb73f Implement unused drunk alert 2020-06-14 01:33:42 -07:00
Jared-Fogle 1d045501f2 New tgui based orbit menu (#51585)
* New tgui based orbit menu

* Update tgui.bundle.js

* Safely check len if orbiters is null

* Add a search bar

* Rename Antagonists to Ghost-Visible Antagonists

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Move ghosts below alive

* Rebuild tgui.bundle

* Update as per stylemistake's feedback

* Cosmetic stuff

* Rebuild tgui

* Replace localeString with faster alternative

* Update tgui.bundle.js to latest upstream

* Hitting enter in the search bar will now snap you to orbit the most relevant result

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 00:14:31 -04:00
Jared-Fogle 79a81ca137 Fix medical HUD showing skulls when a player leaves their body for a ghost (#51594)
* Don't reset medical hud on /mob/living/Logout

* Use ShizCalev's suggestion
2020-06-14 00:13:16 -04:00
Shadark 99a2ed811c Nerfed arrest access through SecHUDs & small balance changes (#51600) 2020-06-13 14:18:49 -04:00
ShizCalev 1ff3945b30 Fixes more belt missing texture crap (#51597)
* Fixes more belt missing texture crap

* #51010 progress

* tank fixes

* typo

* Removed dead/duplicated code

* cleanup

* don't need the - meme anymore with build_worn_icon

* icon fix

* commentary

* yelling at future coders

* more condensedd
2020-06-13 14:16:52 -04:00
Jordan Brown 63f6fa1f16 Merge pull request #51592 from deathride58/skidbgone
[s] Fixes a pair of DoS vectors.
2020-06-13 14:15:09 -04:00
Ryll Ryll 6236e418e6 Finishes medbot tipping, adds voices (#51555)
About The Pull Request

#51409 wasn't actually finished as I was still waiting on making voice lines before testing it, I should have mentioned that a bit more clearly. Either way, this fixes medbot interaction menus, and adds voice lines to medbots for tipping, righting, and idle emagged quotes. It also actually immobilizes tipped medbots and prevents spamming/queueing up lots of flips and unflips.

Fixes #51548

Medbot voice reel
Why It's Good For The Game

Enhances medibot desperation, reduces spam abuse
Changelog

🆑 Ryll/Shaps
fix: Medbot interaction menus are fixed
fix: You can no longer queue multiple medbot flips at once
soundadd: Medbots now have lots more to say, especially if you knock them over!
/🆑
2020-06-13 14:57:57 +12:00
tralezab 4c0660ada3 Revert "bababooey (#51466)" (#51570)
This reverts commit b8c4d29376.
2020-06-12 18:05:35 +02:00
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Coconutwarrior97 9b96b043fc Various grammar and spelling fixes. (#51061)
* Various grammar and spelling fixes.

* Another grammar fix.

* Spelling fix.

* Extinguished fix.

* Update code/modules/mob/living/simple_animal/hostile/space_dragon.dm

* Update code/modules/mob/living/simple_animal/hostile/space_dragon.dm

* Update code/modules/mob/living/simple_animal/hostile/space_dragon.dm

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-06-12 13:13:56 +02:00
deathride58 282852d261 Fixes a pair of DoS vectors. This isn't very urgent since skids haven't picked up on these specific ones yet, but now that I'm making this set of PRs, it's only a matter of when now. 2020-06-11 23:43:14 -04:00
ATH1909 db51091d86 Borgs and AIs now start with their borgHUDs/siliconHUDs on by default (#51549)
* Update silicon.dm

* Update code/modules/mob/living/silicon/silicon.dm

Co-authored-by: MrPerson <spamtaffic@gmail.com>

* Update silicon.dm

Co-authored-by: MrPerson <spamtaffic@gmail.com>
2020-06-11 18:55:46 -04:00
ATH1909 9c2ce4b25b venus human traps now have thermal and x-ray vision (#51512)
* Update venus_human_trap.dm

* Update venus_human_trap.dm

* Update venus_human_trap.dm

* Update venus_human_trap.dm
2020-06-10 15:22:01 +02:00
Jared-Fogle f195419162 Most likely fix #51559 (#51562) 2020-06-10 08:27:29 -03:00
ShizCalev c4147e17c7 Fixes a snowflake heart check from the defib hud fix. 2020-06-09 21:09:51 -04:00
NopemanMcHalt b8c4d29376 bababooey (#51466)
* bababooey

* It's not AK47 but its for everyone now

* Update emote.dm

* bababooey II
2020-06-09 20:55:01 -04:00
Jordan Brown 99aac80d37 Merge pull request #51478 from Jared-Fogle/better-defib-hud
Defibrilator and Defibrilator HUD bug fixes
2020-06-09 20:51:22 -04:00
Ryll Ryll 0fc4a42db3 Lets you tip over medbots (you monster) (#51409)
About The Pull Request

dreamseeker_2020-06-01_03-34-53.png

A while ago I read a book about people and robots and emotions, Alone Together by Sherry Turkle, and there's one passage that talks about people's reactions to robots simulating distress, specifically with how Furbies cry when you hold them upside down.

    A person is asked to invert three creatures: a Barbie doll, a Furby, and a biological gerbil. [Freedom] Baird's question is simple: "How long can you hold the object upside down before your emotions make you turn it back?"

    People are surprised by how upset they get in this theater of distress. And then they get upset that they are upset. They often try to reassure themselves, saying things like, “Chill, chill, it’s only a toy!” They are experiencing something new: you can feel bad about yourself for how you behave with a computer program. Adults come to the upside-down test knowing two things: the Furby is a machine and they are not torturers. By the end, with a whimpering Furby in tow, they are on new ethical terrain.

Ethics memes aside, the idea off people being caught off guard at their guilt for causing harm to inanimate objects is really funny to me, and feels extra relevant to SS13. Considering people already regularly get in fights and maim each other over harming station pets, I picture this being a great source of arguments and fights ICly over what torturing a cute lil' medbot says about you.

tl;dr this PR lets you tip over medbots which prevents them from moving or healing, and they'll slowly get more and more distressed and desperate asking for help from people around them. After a few minutes, if no one helps right them, they'll manage to right themselves up and snitch on whoever tipped them over to medical so the psychologist can keep an eye on them.

dreamseeker_2020-06-01_03-48-25.png
Why It's Good For The Game

Gives the psychologist more ammo to call people crazy, gives bored assistants another way to seek attention, provides source of minor IC conflict
Changelog

🆑 Ryll/Shaps
add: You can now tip over medbots!
/🆑

I'd like to get voicelines for these as well, but I wasn't sure of a good TTS generator, and also wanted to see if people think this is worth doing before devoting too much time to it.
2020-06-10 00:23:39 +12:00
moo 6552594e96 Medbots Now Only Heal Brute UNLESS They Are Made With Special Medkit (#51394)
About The Pull Request

Medbots now only heal brute unless they are built with a special medkit. Thanks to tlal for the simpler alternative.

Brute kits heal 10% more brute than normal medbots.

Advanced kits can be used to build pre-nerf variants of the medbots (they heal all damage types). What they heal each iteration is random though (if you could be treated for brute/tox, you may get tox healed first).

This is specific to the craftable medbots, derelict medbots and beserk medbots will heal "normally" (see above since order has been randomized).
Why It's Good For The Game

Makes the bots hyperspecified to a function which is in line with how other bots function without having to revamp how people use the medbot.
Changelog

🆑 Cobby
balance: craftable medbots now only heal brute unless they are built with specialized medkits.
balance: medbots built with the brute medkit heal 10% more
balance: medbots built with the advance medkit heal all damage types
/🆑
2020-06-10 00:19:46 +12:00
Kelenius d9ef3ebbfa Fix and nerf hygienebots (#51307)
About The Pull Request

This is a three-part PR:

    Firstly, it fixes bugs for hygienebot construction. There were two present that mostly cancelled each other out: first, temporarilyRemoveItemFromInventory expects that the item passed to it will be deleted shortly after. It removes the item from mob's hands but keeps loc in the mob. Hygienebots are using a stack in their construction, so the assumption was not correct. The tubing stack appeared deleted (it was actually hidden). Second, do_after was written wrongly and would allow people to build hygienebots without consuming any tubing, if not for the first bug removing it. Their sprites were also moved to other bots.
    Secondly, I added a proximity sensor into construction. I know bots are powered by magic and coder tears, but building it out of two metal sheets, a hole, and a tube is ridiculous even for those standards. Also literally every single bot uses proximity sensors. This change will make them less spammable, because I've seen upwards of 10 being build for the funzies.
    Thirdly, I nerfed the hygienebots themselves. First, they no longer start slipping everything in their path when they're chasing someone for 5 seconds. This is stupid, no other bot is as disruptive as that, it doesn't make sense to give them slipping everything in their path as a part of normal operation. Combined with hygienebot spam, this was just shitty all-around. They still slip the tile they clean, but no more than that. Second, I made them less spammy; instead of a flat 60% chance to yell at people, it slowly increases to that number. I removed the vasectomy line (WTF?). Finally, they will now drop their target if it gets too far; previously they'd chase it forever.

Fixes #50159
#50191 - not fully fixed
Fixes #50339
Why It's Good For The Game

It requires about 0.7 brain cells and autolathe access to make slipper go brr, and there's no abundance of greyshirts in bloody shoes running around and turning station's hallways into a mass slip'n'slide.
Changelog

🆑
fix: Hygienebot construction has been fixed.
balance: Hygienebots now require a proximity sensor between welding and tubing.
balance: Hygienebots no longer slip their path while chasing someone.
balance: Hygienebots are less spammy.
/🆑
2020-06-10 00:17:50 +12:00
tmtmtl30 b6963e3d56 removes deprecated game_mode proc check_win() (#51392)
* aaaaaaaaaaa

you ever notice how people sometimes put song lyrics in their discord statuses? what's the deal with that?

* phew

i mean let's all admit nobody would have noticed anyway

* turns out i didn't really change this proc at all

there wasn't much to fix

* fuck

oops
2020-06-09 06:37:47 +02:00
EOBGames 961513f59c Codename: Jeu Tarot- Tarot Cards, for games and divination, risen like a phoenix (#51318)
About The Pull Request

Re-PR of #51027 due to a git hiccup.
Adds tarot cards, for business and pleasure. The tarot deck consists of 78 cards, split into 56 Minor Arcana cards (each suit consists of 10 number cards, and 4 face cards) and 22 Major Arcana cards. The deck has new art:
minorarcana
majorarcana
Special thanks to Fikou for deciding which jobs should correspond to each of the Major Arcana.
Why It's Good For The Game

It's a fun distraction from the dull humdrum of station life, and opens up some good RP opportunities.
Changelog

cl Inept
add: The Nanotrasen Entertainment Division has released a new product: Tarot cards! They're available from the Fun vendor for all your divination needs.
/cl
2020-06-09 15:57:23 +12:00
IndieanaJones 8688d844c7 [READY] Lavaland Elite Buffs and QoL Changes (#51139)
* Update Every File in the Elites Folder

* Prevent Lavaland Elites from Taking Bleed Damage (Because it's stupid)

* Increase the Power of Hope from 5 to 10

* Goddamit Travis

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

* Update to comply with autodoc requirements

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update legionnaire.dm with requested changes

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Last Fixes and a Final Change

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-09 00:07:35 +02:00
AnturK 70cc742966 Removes pointless processing status effects from mining mobs. (#51481)
* Removes pointless processing status effects from mining mobs.

* Status effects are bad mkay.
2020-06-08 22:16:58 +08:00
Tad Hardesty 829e95896e Replace BSQL with rust-g, paramaterize all queries (#51255)
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl

Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.

Also updates rust-g to v0.4.5:

    Improved Linux .so detection
    Perlin noise functions

Also updates Travis script to bionic.
2020-06-08 16:00:07 +12:00
Jared-Fogle 2a52fb48fd Don't check plasmamen for hearts, don't check brains for HARS 2020-06-07 00:02:57 -07:00
Jared-Fogle d6b6a6d7ec Set medical HUD status on login and logout 2020-06-06 15:22:56 -07:00
Jared-Fogle f2d295c623 Replace TRUE with DEFIB_POSSIBLE 2020-06-06 02:24:02 -07:00
Jared-Fogle cc409ed6c5 Fix defib hud being inconsistent, refactor can_defib 2020-06-06 01:37:15 -07:00
Ryll Ryll 569e89abd0 Minor circle hand fixes (#51276)
* love being "the circle game" person now

* most useless flag ever
2020-06-05 17:23:31 -03:00
necromanceranne ffcf609a36 Fixes neckgrabs being only escapable if RNGesus comes down and saves you from your fate (#51427)
* Fixes grabs being impossible to escape, at the expense of making it easier to escape a grab. Damage inflicted by resisting increased to compensate.

* Upped the time between resists a bit
2020-06-03 21:33:36 +02:00
ATH1909 2f7913ceba replaces the mulebot 16 second hardstun with an 8 second knockdown (#51277)
* F

* Update mulebot.dm
2020-06-02 21:30:09 -04:00
Rohesie b73e2c4b0e Adds a knockedout trait, begins refactoring mobility 2.0 (#51348)
* ko

* change request
2020-06-02 00:14:49 +02:00
PrimordialOoze 60a9158a9b Better Player Ignore (#51353)
* Revamp the player ignore system

* Move a variable definition out of a loop

* Replace a |= with +=

* Improve some code

* Fix some code

Co-authored-by: Local <none>
2020-06-01 01:01:40 +02:00
Fikou 5c88d587b4 removes king goat (#51366)
* Revert "Remodels king goat ruin (#50813)"

This reverts commit 26ffe3d539.

* numba 1

* bye

* bye 2

* bye 3

* fuck bitches get money

* hey this was actually a good change

* goat sounds

* fuck

* h

* waaaaaaaaagh
2020-05-31 17:38:07 +02:00
Ryll Ryll 6bf874839a Adds new body type pref (#51058)
* tgdb

* tgdb

* Auto stash before cherry pick of "balance changes, enables burn surgery, various body improvements"

* moves unnecessary list out of client

* describes a var

* corrects
2020-05-29 14:25:01 -03:00
Qustinnus cab62745bb fuck (#51250) 2020-05-26 22:19:31 +08:00
LemonInTheDark a08f2113a4 Unfucks smallscreen, removes my stupidity (#51266)
* slightly less SHIT FUCK SHIT FUCK

* Turns out we do need this

* YaYeet

* That should do it
2020-05-25 23:38:10 -03:00
WarlockD 64a71e83cb Fixes Monkey Internals (#51263) 2020-05-25 23:31:00 -03:00
MrDoomBringer ceea9b6793 [Ready] Skillcapes II: Revenge of the broken github: A Skill Menu Special: New Sprites Edition (#50656)
* 10K hours

60,000 minutes
hahah


sure if you want a trailing newline i can do that


default cloak gets default skill


lazy list and no equip good


necessary ig


Update code/datums/skills/_skill.dm

Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
Update code/datums/skills/gaming.dm

Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
WIP PDA skill monitor program


hacky fixes till i refactor skills


refactors skills a bit, adds admin skill edit menu


If you have a failing, it's that you're always demanding perfection

...IF you have a failing
i think that's it for the admin skill manger


appeases lord flord


bruh


level names


FUCK!!


unga


Update code/modules/vehicles/vehicle_key.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/topic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Apply suggestions from code review

frick

Co-authored-by: Rohesie <rohesie@gmail.com>
EOL and dumb spaces


more rohsie bait


tgui: Query Windows Registry for BYOND cache directory

hell yeah brother


update tgui and dmi


CLRF and bat file


typo ig

* tgui and new janicloak that i accdiently changed on another branch

* jani

* gamer cloak

* trim trailing whitespace

* tgui

* bruh

* variable renaming
2020-05-25 21:46:22 -03:00
Fikou 76af297c4a necropolis tendril loot changes (#51044)
* necropolis chest changes, concussive gauntlets

* fixes bad things

* h

* ah yes, the "get banned" grenade as lavaland loot

* better code

* fuck

* what did he mean by this

* FUCK!!

* oops

* hamburger cheeseburger big mac whopper big mac whopper big mac whopper

* spel fix

* wh*t the heck?

* this file has all the other tendril loot so
2020-05-25 09:18:47 +02:00
kevinz000 82f15769a9 Buffs Hierophant (melee range cheese begone edition) (#50857)
* Update hierophant.dm

* Webedit from phone
2020-05-25 07:14:21 +02:00
nemvar 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Ryll Ryll 0276e4206e Hotfix for broken lobby menu (#51260)
* letting me down letting me down letting me down

* tumbling down tumbling down tumbling down
2020-05-25 03:14:35 +02:00