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Merge for fixing a conflict #1
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Remuchi
merged 72 commits into
Remuchi:feat/blood-cult-dlc-1
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rbertoche:feat/blood-cult-dlc-1
Dec 9, 2024
Merged
Merge for fixing a conflict #1
Remuchi
merged 72 commits into
Remuchi:feat/blood-cult-dlc-1
from
rbertoche:feat/blood-cult-dlc-1
Dec 9, 2024
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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Updates to engine version v237.2.0. Fixes disposals systems breaking and not using the proper direction. --------- Co-authored-by: sleepyyapril <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>
# Description Examining an item's damage values as an Oni now calculates your bonus damage, and it also works with all of the Oni combat traits. ## Technical details `OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now adds damage through `GetMeleeDamageEvent`, the same event that examining melee weapon damage raises through `GetDamage`. ## Media **Normal damage values** <img src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f" width=300px> **Oni damage values** <img src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267" width=300px> # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: Skubman - tweak: As an Oni, examining the damage values of weapons now takes into account the melee damage bonus from your species or trait.
# Description # TODO - [x] Custom name/desc/color tint, toggleable individually per-loadout - [x] Fix them not changing correctly between profiles in-editor - [x] Preview colors in the lobby - [x] Allow the users to null the color themselves (and default it to such) - [x] Pick what should be allowed to be recolored - [x] Guidebook links - [x] Make an example - [x] Special components for loadouts - [x] Heirlooms - [x] Pick what should have heirlooms - [x] Decimate lag - [x] Fix live character preview - Maybe do characters per job - Rethink unusable --- <details><summary><h1>Media</h1></summary> <p> <!-- ![image](https://github.com/user-attachments/assets/cce7dcf3-eeb6-4998-ae88-6373db8cb93f) --> https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2 </p> </details> --- # Changelog :cl: - add: Players can set custom names, descriptions, and color tints for their loadout items - add: Certain loadouts may have Guidebook pages shown in the editor - add: Players can pick a list of loadout items to have one randomly be their family heirloom for a mood bonus or deficit if they are carrying it - fix: Loadouts have almost as little lag as possible (hopefully none) - fix: Everything properly updates your character editor's live preview --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Pspritechologist <[email protected]>
Mirrors space-wizards/space-station-14#31573 Signed-off-by: Remuchi <[email protected]>
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
…on#1289) There's a small error on the admin verb for blood cultists which made the verb only work on self. This fixes it.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes IPCs being unable to use the midi menu. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed IPCs being unable to use the midi menu.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes the bug with opening storage containers while there's already one opened. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed the bug with opening storage containers while there's already one open.
<!-- Guidelines: https://docs.spacestation14.io/en/getting-started/pr-guideline --> ## About the PR <!-- What did you change? --> - Fixed a bug where applicable medication stacks would revert back to 10 after 1 use. ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> - Did you know maxstacks were stored in a separate YML? Me neither, until now. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> <!-- --> 🆑 - fix: Fixed a bug where applicable medication stacks would revert back to 10 after 1 use from full. Signed-off-by: Tmanzxd <[email protected]>
# Description Re-enables language font and colors showing up in chat messages. The language font/colors were bugged after adding language names in chat (Simple-Station#1165) I also overhauled the format for chat messages to be more aesthetically pleasing, and made sure chat bubbles use the language color/font. ## Media **Nekomimetic** ![image](https://github.com/user-attachments/assets/4cb88d7b-7466-42ed-bf2d-b68c68edb62c) ![image](https://github.com/user-attachments/assets/adec7fd7-0a84-4e21-9eff-c1a387e2d529) **Bubblish** ![image](https://github.com/user-attachments/assets/c49f5573-ac96-4375-a584-e8b2cc6f5fee) ![image](https://github.com/user-attachments/assets/c739c249-9d1e-453e-9e92-3f7ef24a4d61) **Tau-Ceti Basic (Default Language)** ![image](https://github.com/user-attachments/assets/e6660039-ac2f-449b-96e0-44e0142d3715) ![image](https://github.com/user-attachments/assets/2baec2ca-975d-4111-85b0-3b2056fdd7f7) **Rootspeak** ![image](https://github.com/user-attachments/assets/99d94f8d-9a1c-4be9-8c98-b42c9c7cffd7) ![image](https://github.com/user-attachments/assets/c20b4621-1ca7-42f5-a22a-82c9a4d1dddf) ## Changelog :cl: Skubman - fix: Language colors and fonts will show up in text messages again, both on in-person messages and on the radio. - tweak: The text on chat bubbles now uses the color and font of the language being spoken. - tweak: The language prefix before the name on chat messages now uses the language's color.
# Description ![image](https://github.com/user-attachments/assets/b10f1e33-94fb-4ded-a644-b9945b58dbc5) Honey wake up, another shitmed PR with 5 features and a trillion bugs! I love bloat. --- # Known Bugs - A lot of shit with changelings lol - Markings suddenly disappear from your entity apparently at random. Wizden exclusive issue as of now. - Fire heretics explode when ascending due to part damage shitcode (sorry) - Some exceptions/null point references at round end, tentatively related to salvage corpses. - Slots having wonky behavior due to not being networked. More of a broad issue with how I implemented them initially. - Arachne are FUCKED with surgery, I was incredibly tempted to set them to roundstart: false, but I'll try to hotfix it this week. --- # Changelog :cl: Mocho, Deltanedas - add: Ported Ghetto Surgery from Deltanedas! - add: Ported fishops organs from Deltanedas! - add: Added different step durations to each surgery step. - add: Added a T2 research for advanced surgical tools - add: Added a T3 research for an omnitool for surgery. - add: Added Surgical and Advanced Surgical modules for Mediborgs - add: Mediborgs can now perform surgery! - add: Added lobotomies as an operation. Godspeed you psychopaths. - add: Added cybernetic arms, legs and eyes. - add: Added EMP weaknesses to all cybernetic parts (the day of reckoning will come for IPCs soon) - add: Losing your eyes now blinds you. - fix: Fixed a few species that did not inherit from BasePart's, thus taking damage types they shouldn't on their limbs. - fix: Fixed harpy lungs not being usable in surgeries. - fix: Fixed biosynthetic and other printable parts not allowing you to attach body parts to them. - fix: Fixed fire being able to destroy your chest. - fix: Fixed entities being able to take over your body by just inserting a brain or another head on top of you. - fix: Fixed some shitcode that didnt let rejuvenate or godmode work properly. - fix: Fixed bionic arm, and cybernetic eyes traits not working properly due to shitty networking. - tweak: Increased tend wounds's speed by double, and bumped up the values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS. - tweak: Beheading an entity now doesnt let it move, speak, and forces it to the ground immediately (literally 1984!!11!!) - tweak: Changed sprites on most surgical tools to now use /tg/ sprites. - tweak: Unbound shitmed targeting doll keybinds by default (did you know we have those). --------- Signed-off-by: gluesniffler <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: goet <[email protected]> Co-authored-by: Saphire Lattice <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Link to every PR I cherry-picked: 1. new-frontiers-14/frontier-station-14#2283 2. space-wizards/space-station-14#29219 3. space-wizards/space-station-14#30075 4. space-wizards/space-station-14#28639 5. space-wizards/space-station-14#32527 6. space-wizards/space-station-14#28030 7. space-wizards/space-station-14#28178 The main purpose of this PR is the first cherry-picked PR. It adds the ability for admins to reply to ahelps via discord using an HTTP POST request. See all relevant details in the initial PR by Myzumi. --------- Co-authored-by: Myzumi <[email protected]> Co-authored-by: Whatstone <[email protected]> Co-authored-by: Whatstone <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: to4no_fix <[email protected]> Co-authored-by: Repo <[email protected]> Co-authored-by: Chief-Engineer <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: ShadowCommander <[email protected]>
# Description This PR adds a bunch more equipment selections for Engineering loadouts, plus Suit/Skirt selections for the jobs that were missing it. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/031224b4-e348-4030-9ea4-7f2dbc64c87d) </p> </details> # Changelog :cl: - add: All engineering roles have had their equipment loadouts significantly expanded upon. Engineers can now buy construction materials with their loadout points. - fix: All engineering jobs now have their Suit/Skirt selection via loadouts. - add: Salvage techs can now select from a variety of knife options to start their spess adventures with. - add: Epistemics staff now have *some* equipment selection options that they share. More to come when I finish making the Potentiometer.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Change your hostname whenever map, preset, or runlevel changes! Variables given on all hostname locale strings: - {$mapName} - The name of the current map. - {$preset} - The name of the current preset. - {$originalHostname} - What you originally had game.hostname set to, before updating. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/97cba40b-5ceb-40f8-91e4-93450cd22b78) ![image](https://github.com/user-attachments/assets/2cf27e65-b493-4916-bedd-aa69eaa0135b) ![image](https://github.com/user-attachments/assets/234f5be0-7a8c-41e1-abdf-10e9c6700a90) ![image](https://github.com/user-attachments/assets/522525d6-fb23-45b9-b559-deffb3f37a58) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> nah
# Description This PR adds a few articles of various kinds of religious headgear to loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items that are set as colorable, allowing players to make them whatever color is desired. Farida can finally have the pink Hijab she was always supposed to have. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/35fca330-98ba-439b-8e23-eec917b0d30c) </p> </details> # Changelog :cl: - add: Added various articles of religious headgear to loadouts, such as Hijab, Kippah, and Turban. All of these are set to allow custom colors.
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description I needed this extremely badly. # TODO - [x] Move all of this out of the DeltaV folders. # Changelog :cl: - add: Added Shipyards. --------- Signed-off-by: deltanedas <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Null <[email protected]> Co-authored-by: Milon <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: plykiya <[email protected]> Co-authored-by: Ed <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
…imple-Station#1295) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> See space-wizards/space-station-14#28393 and space-wizards/space-station-14#28236 for breaking changes and extra information Works perfectly on a downstream of EE. Changes in third commit have been tested with doors. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> nuh uh --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: DrSmugleaf <[email protected]>
…imple-Station#1320) This change was actually suggested by April, I'm not the author. It fixes Pacman generators and god knows what else. Prior to the change you could insert steel in it, or just the wrong kind of fuel. Since you could only load the wrong kind of fuel the generators were not working at all. <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Ejecting steel from a pacman gen ![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6) Them working after the fix. ![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> Co-authored-by: sleepyyapril <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR adds the option of constructing a Thermoelectric Generator (TEG) from scratch, by adding flatpacks for the TEG Center and TEG Circulator, as well as a crate that can be ordered from logistics that contains the flatpacks. The aim is to give engineering crews the ability to add a TEG to stations that might lack one, as a "fun" engineering project that can be pursued on shift. This capability already exists for the Singularity Engine and Tesla Engines. The cost of the TEG Construction Kit is set at 8000 spesos, but this can be changed for balance reasons. Note: Kit may contain small parts not suitable for children under 3 years old. Some assembly required. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> n/a --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![Snímka obrazovky 2024-12-05 202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d) ![Snímka obrazovky 2024-12-05 203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: zelezniciar - add: TEG components now be ordered from Logistics and assembled on station.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Lack of radiator underneath the SM crystal - [x] Wrong kind of vent and lack of connectors at the gas chambers - [x] Inverts one of the connector pumps in the SM's closed loop - [x] Adds a decal to this inverted pump which was missing - [x] Lack of Mv wire under a APC on a hallway at the north side - [x] Lack of Hv wire connection to a substation in the bridge which powers the bridge and the bar area - [x] Switches a medical records computer in medbay to a crew monitoring one - [x] Adds an autolathe to cargo - [x] Protrudes the cargo dock which was too tight to fit the shuttle --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Previous docking issue: ![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea) Change in cargo dock design ![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2) Crew monitoring replacing medical records ![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237) Autolathe added to cargo ![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360) <h2>Atmos/SM/Wiring changes:</h2> Added missing Hv connection to a substation in the bridge ![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197) Added one missing Mv wire to this APC ![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c) Changed regular vents into passive vents, added connector slot and attached canisters to it ![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3) Radiator added to SM ![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b) These two pumps in the SM which were redundant, also one of them were missing decal to the same tile ![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef) Showing the changed pump after being inverted ![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551) --- Recenter changes: There were three APC in cargo and north of in which one was connected with cargo's APC for no apparent reason and the other was missing wires entirely. I've put the one missing wires to work in the Lv wiring around it and cut the Lv wires were it seemed appropriate to prevent connecting multiple APCs with Lv for no reason. ![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691) ![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf) Excess lamps not included in the change ![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921) ![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473) ![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f) ![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Several small fixes to Europa map, namely to cargo dock, SM and atmos piping and wires, adds autolathe to cargo and crew monitor to med
# Description The latest update killed our generic rules, and made them not work anymore. This PR brings them back. ![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7) # Changelog :cl: - fix: Server rules work again.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> [Ports this downstream PR.](Fansana/floofstation1#315) --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: fenndragon - tweak: Moved the uplink deception category into utility. --------- Co-authored-by: fenndragon <[email protected]>
…bjectives (Simple-Station#1323) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Title --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Reintroduced 3 traitors objectives: steal Ian's meat, Die Glorious Death and Hijack Evacuation Shuttle Signed-off-by: Remuchi <[email protected]>
# Description Turns a plethora of items into throwing weapons that deal damage when thrown. Throwing weapons cost stamina to throw. ## Technical/Balance Details To make a melee weapon also a throwing weapon, just add `- type: DamageOtherOnHit`, and it will automatically inherit the damage from a light melee attack and the melee sound effect as the thrown hit sound effect. You can set a custom damage value with the `damage` field (necessary when the item is not a `MeleeWeapon`) and stamina cost with `staminaCost`. To make the throwing weapon embed and deal damage over time when embedded, add `- type: EmbeddableProjectile` and `- type: EmbedPassiveDamage`. By default, the embed damage per second is 5% of the throwing damage, but it can be modified on `EmbedPassiveDamage` with `throwingDamageMultiplier`. The default stamina cost for throwing is 3.5 stamina. The baseline cost for almost all DoT embeddables is 5 stamina, because of the extra damage the DoT brings. When a thrown item hits a target with body parts, it will randomly select a body part and only deal throwing damage to that body part. It will also embed to the same body part and only deal passive embed damage to it. ## TODO The unchecked checkmarks are best addressed in another PR but they will stay here for now. <details><summary>Show Todo</summary> - [ ] Deal with prediction issue on embeddable projectile removal - [ ] This happens even before this PR so not really a big issue, maybe in a separate PR - [x] Add embeddable damage numbers to embeddables - [x] Fix throwing angle for surgery tools after the surgical tools sprite update - [ ] Try to make the throw knockback function as if it hit a wall - [x] Esword/desword/e-dagger toggle embed damage - [x] Don't start passive embed damage if EmbedPassiveDamageComponent has no damage - [x] Make DamageOtherOnHit.Damage not nullable - [x] Throwing damage only to a specific body part ### Traits - [ ] **Enraged Throw** (Oni) - [ ] Oni/trait damage bonus applied to throwing weapon too - [ ] Can throw carried bodies, which will do a MassContest between the thrown body and the hit body to determine blunt damage, and stun duration for each party - [ ] 15% resistance to thrown/embed damage - This helps when their enemy uses the items they throw against them. - [ ] **Sharpthrower** (Human) - [ ] 10% more Brute thrown damage - [ ] 50% chance of throw hitting targetted body part - [ ] 40% throwing stamina cost reduction - [ ] 15% resistance to thrown/embed damage ### Embeds - [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has around ~1.2 embed DPS, adjust for ~45% embed chance since we're not implementing embed chance and its 0.54) - [ ] Merge EmbeddableProjectileComponent and EmbeddablePassiveDamageComponent - [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem - [x] Embed to a specific body part and deal damage only to that part, for now can randomly select body parts on embed - [ ] ~~Normal passive damage becomes x0.2 when lying down~~ - [ ] Increased damage when moving, more bonus damage for running (Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling) - [x] All embeddables have a fall out time (30 or 45 secs) - [ ] - [x] On damage examine, can see that an object is embeddable "It can embed on a target if thrown." - [ ] Negative moodlet for attached harmful embeddables - [ ] On health examine target with embeds, can see embedded objects "He has a spear embedded in his left arm." - [x] On examine item that is embedded, can see to which body part the item is embedded "The spear is embedded on Urist McHands's left arm." - [ ] An embeddable removed outside of surgery deals a lot of damage (x2 thrown damage) - [ ] Lying down prevents natural falling out and thus the damage with non-surgical removal - [ ] Surgical procedure on a body part to remove all embeds on it, using hemostat for removal - [x] Allow anyone to remove embedded cultist weapons even if they're not a cultist </details> ## Media **Throwing Toolbox Tools** https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c **Examine** ![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763) **Examine After Embedding** ![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881) ## Changelog :cl: Skubman - add: The Throwing Update is here. You can throw most melee weapons at the cost of stamina to deal damage from afar. - add: Dozens of throwable weapons, mainly sharp weapons will now embed on throw and deal damage every second until they're manually removed or naturally fall off after some time. - add: Examining the damage values of an item now shows its throwing damage, throwing stamina cost, whether or not it embeds on a throw, and if the embed deals damage over time. - add: Examining an embedded item now shows what body part it's embedded in. - tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and Low Pain Tolerance now affect throwing attacks just like melee attacks. - tweak: The default time to remove embedded items has been increased from 3 to 5 seconds, and both the remover and the target with the embedded item need to stand still during the removal. - tweak: The time to pry up a floor tile with a crowbar and other tools has been decreased from 1 second to 0.5 seconds. The throwing damage of floor tiles has been increased. Go figure. - fix: Attempting to throw a Blood Cultist item without being a cultist will stun you and drop the item you're holding properly. --------- Co-authored-by: sleepyyapril <[email protected]>
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Description
Hey there
So to get this merge soon as explained here
Simple-Station#1276 (comment)
Description.
TODO
Media
Changelog
🆑