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Handheld Frequencies #160
Merged
sleepyyapril
merged 30 commits into
TheDenSS14:master
from
sleepyyapril:handheld-frequencies
Jan 17, 2025
Merged
Handheld Frequencies #160
sleepyyapril
merged 30 commits into
TheDenSS14:master
from
sleepyyapril:handheld-frequencies
Jan 17, 2025
+2,283
−900
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…ngines into ee_lighting_fix
Co-authored-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: spess-empyrean <spessempyrean@gmail.com>
…m Wizden (#1552) # Description Ports over these commits from Wizden: space-wizards/space-station-14@32e315c space-wizards/space-station-14@8d015f5 Namely the first is a general refactor to LightBehaviorSystem and the second is a bugfix that fixes some looping behaviors like the low battery effect on a flashlight never stopping. If it's not atomic enough, let me know and I can separate them into two. # Changelog :cl: - fix: Fixed some errors with looping behaviors like jitter.
Co-authored-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Skubman <ba.fallaria@gmail.com>
# Description Adds a movement slow when traversing through plastic flaps. The movement slow is considered difficult terrain and is reduced by the Parkour Training trait, and increased by the Bad Knees trait. ## Why / Balance It doesn't make sense for the plastic flaps used mostly for breaking into Logistics to have basically zero cost going through them. Going through flaps should slow you down. Adding a movement cost is also an opportunity to increase the impact of Parkour Training and Bad Knees, and provides a clear and obvious use-case for taking Parkour Training. Regular plastic flaps (the ones that don't suffocate you inside) have a **60%** slow, and airtight plastic flaps have a **75%** slow. For airtight plastic flaps, Parkour Training halves the slow to **37.5%**, and Bad Knees increases the slow up to the maximum modified slow cap of **90%**. This will make going through airtight plastic flaps more dangerous due to the prolonged Blunt damage from no pressure **EXCEPT** if you have Parkour Training, in which you will only sustain minimal Blunt damage. ## Media **(No Trait) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/c0fca5f6-e087-433e-b57d-3bea50aa8941 **(Parkour Training) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/9cb57daa-8745-49f6-a121-ab995658639a **(Bad Knees) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/d4ee0712-b935-4d08-8d34-431ee8fb521d **Updated Trait Descriptions**   # Changelog :cl: Skubman - add: Plastic flaps are now considered Difficult Terrain, and will slow you down substantially when crawling through them. Note that the slows of all Difficult Terrain are halved by the Parkour Training trait, and increased by the Bad Knees trait.
# Description Increases the delay when eating brains from 1 second to 5 seconds, and when someone starts or finishes eating a brain it shows a red popup to everyone in range. Eating a character's brain round-removes them. However, it's easy to do with a 1-second timer and very easy to accidentally RR someone through eating their brain by fat-fingering the "Activate item in hand" keybind. (Disclaimer: I did exactly this LOL). This PR will make accidental brain eating very unlikely. A red popup on eating is also important so everyone in range will be aware if someone might get RR'd through brain eating and be able to try to intervene. This also fixes a _very hilarious_ bug where the target of a force-feed wouldn't get the popup showing the flavors of the food after the force feed was complete. ## Media **Popup on self when eating a brain** https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369 **Popup on others eating a brain** https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1 **Popup on others force-feeding a brain** https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0 **Popup of flavors on being force-fed** https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62 ## Changelog :cl: Skubman - tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding someone a brain takes 6 seconds. - add: Attempting or succeeding to eat a brain now shows a red popup message to everyone else in range, e.g. "Urist McHands is trying to eat the brain!" / "Urist McHands ate the brain!". - fix: Fixed a bug where players after being force-fed were not shown a popup showing the food's flavors.
# Description This PR brings back a feature that was present in the Psionic Refactor Version 1, which ultimately never made it into the game. I have substantially reworked the underlying math behind Glimmer, such that it operates on a Logistic Curve described by this equation:  Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount is the "seemingly arbitrary" number 502.941. This number is measured first by taking the derivative of the Glimmer Equation, and then solving for the derivative equal to 1. Above this constant, glimmer grows exponentially more difficult to increase. Below this constant, glimmer grows exponentially easier to increase. It will thus constantly attempt to trend towards the "Glimmer Equilibrium". Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to "Fluctuate", either up or down the graph. This gives a glimmer that swings constantly to both high and low values, with more violent swings being caused by having more probers/anomalies etc. A great deal of math functions have been implemented that allow for various uses for glimmer measurements, and psionic powers can even have their effects modified by said measurements. The most significant part of this rework is what's facing Epistemics. It's essentially no longer possible for Probers to cause a round-ending chain of events known as "Glimmerloose". You can ALWAYS recover from high glimmer, no matter how high it gets. As a counterpart to this, Probers have had the math behind their research point generation reworked. Research output follows an inverse log base 4 curve. Which can be found here: https://www.desmos.com/calculator/q183tseun8 I wouldn't drop this massive update on people without a way for them to understand what's going on. So this PR also features the return(and expansion of), the much-demanded Psionics Guidebook. <details><summary><h1>Media</h1></summary> <p> Psionics Guidebook   </p> </details> # Changelog :cl: VMSolidus, Gollee - add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." - add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. - remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. - tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
# Description Ports the Modular Computer system from Arcadis. I'll document it more later, for now just look to the provided .yml for reference. --- # TODO - [ ] Disk Burner (for creating program disks) - [ ] Some way to make a modular computer --- <details><summary><h1>(Not) Media</h1></summary> <p> No. </p> </details> --- # Changelog :cl: Eris - add: The Modular Computer system has been ported. Expect cool stuff to come soon. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: Eris <erisfiregamer1@gmail.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description Reworks the Martial Artist trait, making it a more impactful and visually distinct trait. - Left-clicks are now single-target power attacks, requiring less aim than before. - **50%** damage bonus reduced to **20%** damage bonus (same overall DPS with next change). - Gain **25%** attack rate bonus. - The attack rate bonus helps make the trait feel and look distinct from non-Martial Artist melee attacks. - **50%** range bonus reduced to **10%** range bonus. - The damage bonus is now also applied to Asphyxiation and Poison damage, which Lamia unarmed attacks deal. - Trait cost increased from **-3** points to **-5** points. - Striking Calluses (which requires Martial Artist) cost reduced from **-4** points to **-3** points to prevent the Martial Artist/Striking Calluses combo from being too expensive. The combo used to cost **-7** points, now it is **-8** points. The reworked Martial Artist trait is also given to the Boxers, Martial Artists and Gladiators. Also reverted some wizmerge messery that messed up the melee attack rate **again**, and messed up pistol whipping by making the cooldowns of gunshots and melee attacks intertwined. Also while we're at it, Natural Weapons Removal has been disabled for all species whose damage is pure Blunt, including Diona, Dwarf, Arachne and IPC. (IPC have 6 blunt so the trait would literally be a 0-point negative trait for them) ## Technical Details A new trait function has been added for Martial Artist: `TraitModifyUnarmed`, which modifies the player entity's `MeleeWeaponComponent`. The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits have also been refactored under the hood to use `TraitModifyUnarmed`, instead of replacing `MeleeWeaponComponent` which would wipe out all the changes made by the Martial Artist trait. ## Media ### New Description  ### Martial Artist In Action https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865 ### Striking Calluses New Description  ### Natural Weapons Removal New Description  # Changelog :cl: Skubman - add: Martial Artist Rework: Martial Artist now costs 5 points, but it turns all unarmed melee attacks into single-target power attacks, with 20% bonus damage, 25% bonus attack rate and 10% bonus attack range. - tweak: The reworked Martial Artist trait is now given for free to Boxers, Martial Artists, and Gladiators. - tweak: Martial Artists (the job) and Gladiators can now select the Striking Calluses trait. - tweak: The Martial Artist trait now applies bonus damage to the Lamiae's unarmed Asphyxiation and Poison damage. - tweak: The cost of Striking Calluses has been reduced from 4 points to 3 points. - fix: Fixed a bug where slow weapons were fast and fast weapons were slow. - fix: You can pistol whip (right-click melee) immediately after firing a gun again, and the cooldown on firing the gun after pistol whipping is always 0.528 seconds again. - fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt damage from selecting the redundant Natural Weapons Removal trait.
<!-- 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]? --> Adds frequencies to handheld radios. Ports [this PR](new-frontiers-14/frontier-station-14#1833) with changes.  --- # 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: Added handheld radio frequencies, accessible by pressing your "Use Item" key while holding one. --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
…ngines into handheld-frequencies
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