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Merge #54
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Merge #54
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# Description Adds popups for surgery steps in Shitmed that every player within PVS range can see. This allows other players to see if the correct procedure is being performed. This PR also includes locale text for the new procedures and steps in #1240. ## Media **Remove Brain / Insert Brain** https://github.com/user-attachments/assets/ac20afa1-df74-48ab-b1d5-2e9a273dfba2 <details><summary>See more</summary> **Amputate Right Arm** https://github.com/user-attachments/assets/17f78683-6d3b-44ee-aea3-bb6987844fdc **Attach Right Arm** https://github.com/user-attachments/assets/584d4da2-d8b0-4c82-a323-26636e7fa4b8 </details> ## Changelog :cl: Skubman - add: Surgery step descriptions (like making an incision, removing/attaching limbs and organs) are now shown as popups to everyone in range upon the start of the step. This makes it clear which surgical procedure is being done and to which body part. No more stealthy brain-stealing in front of everyone!
<!-- 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 silly heisentest. --------- Co-authored-by: sleepyyapril <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>
# Description QoL updates to improve the stamina management experience with power attacks: - The stamina cost of an object's power attack can be revealed by examining its damage values. - Power attacks can't be done if your stamina is too low, so you can't accidentally stamcrit yourself with power attacks anymore. - **Nerf:** Power attacks now cost stamina even without hitting anything. - Prevent power attacks from showing a blue visual effect on the character who attacked due to stamina damage. ## Media **Gameplay** https://github.com/user-attachments/assets/f5031ce3-8303-475a-9c37-d8004ed55dbc **Damage Examine** <img src="https://github.com/user-attachments/assets/82821d5a-176b-4edf-93c4-f08f9c104c7a" width=300px> <img src="https://github.com/user-attachments/assets/6347db9f-11e3-45fd-8317-f132a125082a" width=300px> ## Changelog :cl: Skubman - add: The stamina cost of an object's power attack can now be revealed by examining its damage values. - tweak: Power attacks can't be done if your stamina is too low, so you can't accidentally stamcrit yourself with power attacks anymore. - tweak: Power attacks now cost stamina even without hitting anything. - tweak: Prevent power attacks from showing a blue visual effect on the character who attacked due to stamina damage.
# Description Small oversight that Glimmer Wisps are generally described as drinking their victim's soul and obliterating their entire personhood. Which is fundamentally just mindbreaking said person. So this PR makes it so that Glimmer Wisps killing a psion also inflicts the Mindbroken condition on them. # Changelog :cl: - add: Glimmer Wisps now completely obliterate their victim's Personhood, inflicting the Mindbroken condition on them.
# Description This was entirely too long overdue. I am reorganizing the entirety of all ingame loadouts, so that it is possible to see what jobs are actually missing loadout items. Every job in the game will have its own loadout tab, each of them all sharing the same organization hierarchy with *plainly visible blank spaces* that people can use to see what jobs are in need of having things added to them. Command category only contains Captain, Head of Personel, with space for Centcomm roles and Blueshield if we ever add those. Instead all of the "Department Specific Commands" are sorted with their respective departments. Which makes it really obvious if for instance there's an entire 2nd list of Head of Security drip... # TODO - [X] All of the Categories - [x] Localize the categories - [x] Make item groups for everything ## Organize Command - [x] Captain - [x] Head Of Personnel ## Organize Engineering - [x] atmos tech - [x] CE - [x] senior engineer - [x] station engineer - [x] tech assistant ## Organize Epistemics - [x] acolyte - [x] cataloger - [x] chaplain - [x] golemancer - [x] mystagogue - [x] mystic - [x] noviciate - [x] psionic mantis ## Organize Logistics - [x] cargo tech - [x] courier - [x] LO - [x] salvage ## Organize Medical - [x] chemist - [x] CMO - [x] doctor - [x] medical intern - [x] paramed - [x] senior physician ## Organize Security - [x] cadet - [x] corpsman - [x] detective - [x] HOS - [x] secoff - [x] senior officer - [x] warden ## Organize Service - [x] bartender - [x] botanist - [x] chef - [x] clown - [x] janitor - [x] lawyer - [x] mime - [x] musician - [x] reporter ## GUH - [x] Add literally everything we are missing - [x] Do literally all of the Job specific Item Groups <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - fix: Reorganized Loadouts so that all Jobs now have their own job specific tabs. The code for them has been thoroughly reorganized too, such that figuring out which jobs are missing crap is way easier to do. - add: Captain's Personal Weapon loadout category. Currently only contains a choice between the antique laser pistol, or a pulse pistol. Whichever choice is made will be used as a target for a traitor objective. --------- Signed-off-by: VMSolidus <[email protected]>
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Description
Merge with EE