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Timelock System to all Jobs, Revival PR. #692

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merged 25 commits into from
Feb 17, 2025

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@wgtjunior743 wgtjunior743 commented Feb 6, 2025

About The Pull Request

Previously i made this PR back in december that took to long to get reviewed(over 2 weeks) and had to close because of multiple conflict merges. now it is back with the fixes and new code for the new jobs.

New timelock system based on your playtime of your jobs, this was mainly ported from the cm-ss13 codebase and then adapted to fit this code.

Preference Menu after 2 hours of playtime (Ignoring race and clans limitations)
part_1
part_2

Choose Profession for a new player(Old sc without the Clinic, but without 2 hours of any of these roles they can't play doctor):
choose_profession_for_freshie

Once they play 2 hours of any role(Admin bypass is active so it is ignoring races limitations):
after_2_hours

[To test this you need to set up the DB(dbconfig.txt for the info), enable tracking at config.txt and disable the admin bypass, there is one at preferences.dm and another at the new_player.dm]

Why It's Good For The Game

Easy system to implement for jobs, guide new players towards more friendly roles and make them play abit of some more simple roles to move into the complex ones.

Changelog

🆑
add: Increased the limit in the preference from 17 to 18 so it don't looks ugly
add: Add new timelock system for jobs
add; Add time locks for all jobs besides the new player ones
fix: Fixed an issue with generation reqs showing before even checking if your clan or race could play that role.
code: New define for the jobs titles, straight from __DEFINES/jobs
code: New folders for each group of jobs, based off the join menu, each group got their own dm besides the antags but police, giovanni and primogen still a single dm with all their jobs.
/:cl:

@wgtjunior743 wgtjunior743 changed the title Timelock System to all Jobs, Revive PR. Timelock System to all Jobs, Revival PR. Feb 6, 2025
@XanderDox XanderDox added Administration As generous gods, we have deigned to throw the jannies a bone Code Improvement Code is now easier to copy paste. Feature Exposes new bugs in interesting ways Refactor Makes the code harder to read labels Feb 9, 2025
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stylistic requests in the first go, thanks for taking up doing the timelock system

code/__DEFINES/jobs.dm Outdated Show resolved Hide resolved
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code/modules/mob/dead/new_player/new_player.dm Outdated Show resolved Hide resolved
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stylistic requests in the first go, thanks for taking up doing the timelock system

changes done

@XeonMations XeonMations added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Feb 17, 2025
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merge conflict fixed

@XeonMations XeonMations removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Feb 17, 2025
@XeonMations XeonMations merged commit 1892b5a into WorldOfDarknessXIII:master Feb 17, 2025
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Agateophobia added a commit that referenced this pull request Feb 17, 2025
Agateophobia added a commit that referenced this pull request Feb 17, 2025
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@wgtjunior743 we had this in for one round annnnd all the roundstart job spawns were dysfunctional, making everyone to spawn at the default spot. oopsie. need to fix that on the map

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wgtjunior743 commented Feb 17, 2025

@wgtjunior743 we had this in for one round annnnd all the roundstart job spawns were dysfunctional, making everyone to spawn at the default spot. oopsie. need to fix that on the map

I don't touched the map or any map spawn related code, but i Will look up on my branch

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most likely the spawn position is associated with the job path for some reason, i will see on it

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wgtjunior743 commented Feb 17, 2025

As i said on the discord, i could not replicate the issue on the branch, jobs were spawned correctly both in local and host servers, i need a debug message or any information on how exactly it happened

test_1
teste_3
test_2

Nanai pushed a commit to Nanai/World-of-Darkness-13 that referenced this pull request Feb 17, 2025
* Silver bullet nerf (#738)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

This PR tidies silver bullet code and creates a proper status effect to
apply slowdown on anything that silver is bane of. I plan to make a
proper Bane system in the future but this works for now.

This PR also removes the large amount of free brute damage silver
bullets dealt to werewolves while keeping the guaranteed clone damage.
Considering werewolves do not have any of the human code that allows
more damage resistance, this is to stop werewolves from disappearing the
second they are shot with a silver bullet. It also normalises silver
bullet damage so some bullets aren't better by default than their normal
counterparts.

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

It makes the code better. It makes damage by silver bullets actually
care about armor and resistances.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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:cl:
balance: removes extra brute damage of silver against werewolves
fix: code tidying
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
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the changes rather than a summary of the PR's contents. -->

* Adds Limousine Sprites+Obj Code (#649)

## About The Pull Request

SPRITES PRODUCED ON COMMISSION BY: [Paynt /
Major00](https://github.com/Major00 )

Adds two limousine sprites that I commissioned, one white/gold and one
black. The limousines have a max capacity of 6, representing their size.

Does not yet map them into the game as there are ongoing issues with the
headlight system that do not function properly with the limousines.
While headlights come from the hood/windshield of most cars, due to the
limo looking slightly longer the effect ends up looking a bit stranger
than it does with the regular cars.

All directional sprites are included and both limos are actually the
same size, screenshots weird.


![Screenshot_2025-01-26_071259](https://github.com/user-attachments/assets/544f1da9-781d-4a48-99a3-aa17c38b2ad9)![Screenshot_2025-01-21_154255](https://github.com/user-attachments/assets/29c212cf-4c94-4dd5-ae0f-5e2e5c16bbbe)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

There are two factions known for being very wealthy, the Giovanni and
the Camarilla, and they would benefit from being able to travel in style
in a group. The suggestion for these was well received by everyone that
responded to the thread and will reinforce the wealth/status of two
powerful groups in the city.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog
Added two limousine sprites and objects.
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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:cl:
add: Two limousine sprites and objects.
map: Maps two limousines in.
:cl:

---------

Co-authored-by: Adri <[email protected]>

* Gunfighter now only reduces delay by half instead of removing it (#631)

## About The Pull Request
Changes the Gunfighter archetype's delay reduction from "basically no
delay between shots" to "halved delay".
Slightly reworks the code so that it uses a trait instead of a variable.

## Why It's Good For The Game
It's somewhat more balanced. Rapid fire guns will still fire very fast
but they should no longer literally fire like shotguns. Also makes sure
the [buffed sniper
rifle](https://github.com/WorldOfDarknessXIII/World-of-Darkness-13/pull/607)
does not become OP (its main drawback is a 4 second delay between shots
which gets removed with Gunfighter).

## Changelog
:cl:
balance: The Gunfighter archetype now only reduces firing delays by half
instead of removing them.
/:cl:

* update hallucinations (#722)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
adds hallucination texts loosely gathered from the game via [the
gamespot
forums](https://gamefaqs.gamespot.com/pc/914819-vampire-the-masquerade-bloodlines/answers/184545-malkavian-whispers-list)

Also, disables radio hallucinations from happening by setting the
is_radio var to false. I didn't remove the rest of the radio
hallucination code because theres a pending pr that refactors it. this
just disables them for now

### Some new hallucinations (on live currently these three messages
would either be HELP! or The prince is a traitor!)

![image](https://github.com/user-attachments/assets/b2bb7ace-d6e8-4386-8807-88deb3ea5bd7)


## Why It's Good For The Game

more hallucinations good.

the other part of this PR that was removed will be converted into a code
bounty

## Changelog

:cl:
add: Added many more hallucination messages
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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* Bear - The Return of the Bearening (#719)

## About The Pull Request

Mistakes were made and I accidentally removed the PR. It's fine. 

We've also removed the actual bear cave, mainly because of the grief
potential and simple mob behaviour. For now, it's an Admin Spawn.

## Why It's Good For The Game

Admin tomfoolery. Maybe in the future when Simple Mobs are updated we'll
return the Bear to it's natural habitat, but until then it's just
something that the Admins can throw at a random shitter.

## Changelog


:cl:
add: Bear
/:cl:

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---------

Co-authored-by: Adri <[email protected]>

* Update PULL_REQUEST_TEMPLATE.md to include a testing evidence section

* Fixes mapmerge git hooks and tools (includes #711 since that's what I was using to test and I approved it) (#773)

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## About The Pull Request

Fixes our [mapmerge
tools](https://github.com/tgstation/tgstation/blob/master/tools/mapmerge2/README.md)
so any changes to the map stop stressing the maintainers to illness when
we review your PRs (and they will also help you).

Includes #711 since I approved it already.

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game

Better tooling

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## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
<!-- You can uncomment line 1 @ _maps/_basemap.dm to boot up a test map
that loads much faster. -->
<details>
<summary>Screenshots&Videos</summary>




https://github.com/user-attachments/assets/585af447-0c37-4d17-9f16-6849cdb5ca58



</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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:cl: Bisar, Hex
fix: fixed mapmerge tools
code: updated our Python versions to fix mapmerge
add: system of Bouncers that monitor checkpoints that only certain
players can enter/exit. If attacked, they will chase down their target
and eventually return to their original location. They can be persuaded
past, with Examine, using a social check or by using a badge in the
player's active hand. Alternatively, the checkpoint can be disabled if
all NPCs are killed, knocked out, or disabled.
add: Bouncer Checkpoint for the strip club's downstairs, checks if
nonhuman or strip club employee
add: 2 Bouncer Checkpoints for Tower, checks if vampire or ghoul
add: 2 Bouncer Checkpoint for the Theatre, checks if vampire or ghoul
add: Bouncer Checkpoint for the Giovanni Mansion, checks if in familiga
role
add: more tables and chairs to the elysium level of the strip club
balance: NPCs now reload their weapons
balance: Criminal NPCs like bandits and bouncers will attack police if
threatened
refactor: The Stripper role has been altered to work similar to Janitor.
They are aware of nonhumans but have been encouraged to not care
refactor: The downstairs of the strip club is now marked as an Elysium.
sound: added audio for being blocked by the checkpoint
/:cl:

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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: WilliamNelson37 <[email protected]>
Co-authored-by: Hex <[email protected]>
Co-authored-by: Metekillot <[email protected]>

* Revert "Fixes mapmerge git hooks and tools (includes #711 since that's what I was using to test and I approved it)" (#774)

Reverts WorldOfDarknessXIII/World-of-Darkness-13#773

* Revert "Revert "Fixes mapmerge git hooks and tools (includes #711 since that's what I was using to test and I approved it)"" (#775)

Reverts WorldOfDarknessXIII/World-of-Darkness-13#774

* Bouncers, Barriers, NPC Reloading and Stripper Sanctuary (#711)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->

## About The Pull Request
![x](https://i.gyazo.com/a8b5d310ec87ad1a01b7f2cb6fbc048a.png)
Adds a system of Bouncers that monitor areas that only certain players
can enter/exit. If attacked, they will chase down their target. If
moved, they will return to their original position after a time.

Players can either talk their way through, or simply just kill the
guards to gain entry.

Police can flash their badge to have a slightly easier time of talking
their way past the door.

Alternatively, someone with permissions can pull in someone who is not
allowed, being their plus one.


- Two barriers are stationed on two of the entrances to the theatre.
Only Ghouls and Kindred may enter.
![x](https://i.gyazo.com/2c27cc9b4552923b3292e69c0a31c26c.png)

- Typical entrances to the tower now require that you are a ghoul or a
kindred to enter safely.
![x](https://i.gyazo.com/8477ecdc429a88635a6f6b0f6ed6d5f5.png)

- One barrier has been stationed outside the Giovanni mansion. Familiga
only. Unlike other bouncers they have tommy guns.
![x](https://i.gyazo.com/dd8e6f27157926274cfef71eecc3a327.png)

- Alters the downstairs of the strip club to be a formal neutral ground
/ elysium where nonhumans of the city can gather. Staff too, are allowed
entry.
![x](https://i.gyazo.com/30242d7002bf50b73fa2e7673224993b.png)

- The downstairs of the strip club is now marked as an Elysium.
![x](https://i.gyazo.com/ba7532a3f92802f22d811a295f19499d.png)

- The Stripper role has been altered to identify that they might
interact with weird people, and have been encouraged to not care

- The lower floor of the elysium looks like just a little nicer now
![x](https://i.gyazo.com/781766afe1d743113a2348ca888c0dcd.png)

- Many different types of NPCs now have the capacity to reload their
weapon or switch to a backup weapon if their gun is emptied.

- Bouncers and criminals will in fact shoot la policia, regardless if
they have a badge or not.

- NPCs now equip weapons on their person if possible.
-![x](https://i.gyazo.com/0fdcd5b5655bdcaf750bb281eeed1a59.png)

## Why It's Good For The Game

Allows for there to be officially designated areas where creatures of
the night can talk shop. Antags will need to do a little extra work to
access these areas. The barrier system is extensible, and can be used to
section off multiple types of places to prevent random players from
wandering in.


## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

:cl:
add: system of Bouncers that monitor checkpoints that only certain
players can enter/exit. If attacked, they will chase down their target
and eventually return to their original location. They can be persuaded
past, with Examine, using a social check or by using a badge in the
player's active hand. Alternatively, the checkpoint can be disabled if
all NPCs are killed, knocked out, or disabled.
add: Bouncer Checkpoint for the strip club's downstairs, checks if
nonhuman or strip club employee
add: 2 Bouncer Checkpoints for Tower, checks if vampire or ghoul
add: 2 Bouncer Checkpoint for the Theatre, checks if vampire or ghoul
add: Bouncer Checkpoint for the Giovanni Mansion, checks if in familiga
role
add: more tables and chairs to the elysium level of the strip club
balance: NPCs now reload their weapons
balance: Criminal NPCs like bandits and bouncers will attack police if
threatened
refactor: The Stripper role has been altered to work similar to Janitor.
They are aware of nonhumans but have been encouraged to not care
refactor: The downstairs of the strip club is now marked as an Elysium.
sound: added audio for being blocked by the checkpoint
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Metekillot <[email protected]>
Co-authored-by: Joshua Kidder <[email protected]>

* Removes the "funky" images from Hellweaving (#781)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
I don't think flashing images on someone's screen is good, let alone
ones like that. I didn't replace it with anything, so if someone wants
to, feel free to.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I got nausea just from looking at it flash around on my screen, it
cannot be good for people with actual serious seizing disorders.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
<!-- You can uncomment line 1 @ _maps/_basemap.dm to boot up a test map
that loads much faster. -->
<details>
<summary>Screenshots&Videos</summary>

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screenshots and the `<details>` tags.

</details>

## Changelog

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:cl:
del: Flashing images from hellweaving.
/:cl:

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* Techshop keys (#652)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
creates techshop keys as a item rather then a  map edit.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
lets glasswalkers potentially spawn with em and lets admins spawn more
in.
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->

## Changelog

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:cl:
added techshop keys as a item.
:cl:

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---------

Co-authored-by: Miraviel <[email protected]>

* Removes the few 40 BP bloodpacks from the map (#784)

## About The Pull Request

Builds on #715 that was nuked in the rebasing process. I could not reach
the contributor for weeks and they missed some bloodpacks, so I'll just
fix it myself and attribute it to them

## Why It's Good For The Game

These bloodpacks were the epitome of "if you dive into the game files,
you get overpowered stuff". They had no ingame indicator that they
refilled 1.5x the full blood pull of a gen7 vampire's. silliness

## Testing Photographs and Procedure

<details>
<summary>Screenshots&Videos</summary>

they do be no longer here


![image](https://github.com/user-attachments/assets/6d885eef-1812-46c7-b45d-696a95391506)

</details>

## Changelog

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observed by players or admins you should add a changelog. If your change
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:cl: Miraviel, xxxnoscopexx:
del: Removed some nonsensinal 40 BP-refilling bloodpacks from the map.
/:cl:

* Lavaland/Penumbra ashstorms removal (#782)

## About The Pull Request
Deletes most if not all codes related to lavaland ashstorms as well as a
few other bits of lavaland code thats not really relevant to how
lavaland is currently used.
Deletes a magic loot staff that was used only to summon ashstorms, since
that is completely pointless and much more of a hassle to try and change
now that ashstorms are gone.

Honestly most of the lavaland code will need to be gutted sooner or
later but for now this will have to do as a small but somewhat front-end
part of it.
## Why It's Good For The Game
Ashstorms are another system thats only superficially used at the moment
to make noise in the penumbra/lavaland, right now we have absolutely no
use of this besides making the penumbra noisy in a way irrelevant to how
we're using it.

## Testing Photographs and Procedure
Proof of compilation:

![2025-02-17_10-59-33](https://github.com/user-attachments/assets/804bda84-bc6e-4b14-b013-2d4f9d567e30)
Proof of no runtiming

![dreamseeker_2025-02-17_11-06-08](https://github.com/user-attachments/assets/819fc0af-9fc8-406f-9313-e9872e06f26f)

</details>

## Changelog

:cl: Vondiech/Citruses
del: Removed the lavaland/penumbra ashstorm weather datum that was
causing the ashstorm sounds to play.
/:cl:

* Hand sickle (#730)

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## About The Pull Request

Adds a 30 Force melee weapon with slightly more armor pen than a knife,
no block chance, and a custom attack_verb (reaps). It is a 2x1 grid
item, and fits on a belt.
Also places it in a few locations; The Wendigo encampment, the Graveyard
Keeper's armory, under the Watchtower, and the closets that do not have
a spare scythe.

![image](https://github.com/user-attachments/assets/d62a04b0-b075-405c-be43-b6217d75143b)

![image](https://github.com/user-attachments/assets/1a715994-3572-41de-9e0c-18b44ed154dc)

![dreamseeker_57zRjhNznA](https://github.com/user-attachments/assets/c229ca5d-942f-4e35-a203-1e8c07730efa)

![dreamseeker_qrPisAFqjH](https://github.com/user-attachments/assets/3409bbc1-079f-4776-8892-dc99156608f1)

![dreamseeker_PFW4oiud6x](https://github.com/user-attachments/assets/36a645a4-0308-4cda-9f3b-b98c4ec954f8)

![dreamseeker_PeUIowmAa0](https://github.com/user-attachments/assets/ad85bee1-8054-4ff1-99db-7f01a1881c88)

![dreamseeker_YXg2l1m0XG](https://github.com/user-attachments/assets/e4da7296-0045-48ed-a3de-ee59bd5b8296)

![dreamseeker_0r3XxZEctb](https://github.com/user-attachments/assets/32f8c384-3b33-4807-b096-1f5aae688bb2)

![dreamseeker_DxdZZPxiBV](https://github.com/user-attachments/assets/8dd33970-dd36-471e-aeb5-61ac9fee20bf)

![image](https://github.com/user-attachments/assets/a311f463-63aa-4dd7-8e27-056467603388)

![StrongDMM_wTUNimRKrT](https://github.com/user-attachments/assets/cd921842-0217-4be4-a86f-39cd1dd61c40)

![StrongDMM_h4MCAuZh4a](https://github.com/user-attachments/assets/aeb2f08d-4646-4761-ba4d-d367bddd8fcd)

![StrongDMM_tHMpd61AeK](https://github.com/user-attachments/assets/d00dc4d4-772a-42c6-876e-210282765f26)

![StrongDMM_XKORrdWibI](https://github.com/user-attachments/assets/bc7f2895-56ec-45ae-9ae8-a38a036e142e)

## Why It's Good For The Game

More thematic weapons with minor differences let players diversify their
options. A hand sickle is a trope heavy horror weapon that can help many
scenes, in a small way.

## Changelog

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:cl:
add: Hand Sickle
add: Map Spawns for the Hand Sickle 
:cl:

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* Detangle all of narco.dm (#778)

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## About The Pull Request

detangles the narco.dm into separate files
renames the "smoke weed every day" subsystem to "weed growth"


## Why It's Good For The Game

makes the codebase more legible

## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
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It compiled! Also here's proof weed still grows since I messed around
with a subsystem:
![x](https://i.gyazo.com/76523b5df7ef046076356ff15dc7af68.png)


## Changelog


:cl:
refactor: unclutters narco.dm for better organization
/:cl:

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* Corrected a single spelling mistake in the character setup menu. (#770)

"OCCUPATION CHOISES"

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## About The Pull Request

Fixes a single spelling mistake in the character customization menu
which I spotted not even 4 minutes into my first time playing this
server.

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## Why It's Good For The Game

Good spelling makes for a good first impression. Proceed to ignore all
spelling mistakes I make while filling out this form.

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## Testing...?
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
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<details>
<summary>Where's the testing?</summary>

I changed a string. Actually downloading the ENTIRE codebase and running
it on my geriatric machine seems a bit overkill for _something so minor
and programmatically insignificant._ **If I have to, though, I will.**
But for right now, I'm pretty sure this'll work.

</details>

## Changelog

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:cl: TiberianEuan
spellcheck: fixed a typo "occupational choises"
/:cl:

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* Automatic TGS DMAPI Update (#252)

This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

* Allows Malkavians to speak in VTM:B style fonts (#754)

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## About The Pull Request
Makes Malkavians text resemble the Bloodlines Malkavian speech font.
This PR utilizes the existing comic sans font as well as some specific
unicode replacement characters on certain letters to achieve something
resembling the RPG's font.

It is toggleable via an action button, ala hivemind ability.

This PR is an atomization from #722, she did all the work, I just
refactored to work with actions.dm instead of special organs
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Malkavians are currently hard to distinguish from non-Malkavians because
they suffer no real penalty to choosing to be the insane clan aside from
the occasional harmless hallucination. In Bloodlines, you're a raving
lunatic with a variety of hallucinations that directly impact your
ability to both be understood and to understand the world around you.
This PR brings us closer to that, where Malkavians' dialogue now seems
as unhinged as their characters should come across.

The font styling starts disabled, and can be turned on in a new
'Malkavian' verb tab after the Malkavian spawns. Good for if your
Malkavian is good at masking it.
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## Changelog

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:cl: buffyuwu, singul0
add: Malkavians can now use VTM:B styled fonts
/:cl:

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---------

Co-authored-by: buffyuwu <[email protected]>

* Timelock System to all Jobs, Revival PR. (#692)

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## About The Pull Request

Previously i made this PR back in december that took to long to get
reviewed(over 2 weeks) and had to close because of multiple conflict
merges. now it is back with the fixes and new code for the new jobs.

New timelock system based on your playtime of your jobs, this was mainly
ported from the cm-ss13 codebase and then adapted to fit this code.

Preference Menu after 2 hours of playtime (Ignoring race and clans
limitations)

![part_1](https://github.com/user-attachments/assets/416b5cd3-c6c5-481f-b0a1-75d851e636f4)

![part_2](https://github.com/user-attachments/assets/177eae66-68e2-42af-8b88-02b2747f4414)



Choose Profession for a new player(Old sc without the Clinic, but
without 2 hours of any of these roles they can't play doctor):

![choose_profession_for_freshie](https://github.com/user-attachments/assets/5be58d91-e4c3-456e-b073-fedd269d07d5)

Once they play 2 hours of any role(Admin bypass is active so it is
ignoring races limitations):

![after_2_hours](https://github.com/user-attachments/assets/dab46b9c-a0d3-4325-80ad-a912de686187)


[To test this you need to set up the DB(dbconfig.txt for the info),
enable tracking at config.txt and disable the admin bypass, there is one
at preferences.dm and another at the new_player.dm]
## Why It's Good For The Game

Easy system to implement for jobs, guide new players towards more
friendly roles and make them play abit of some more simple roles to move
into the complex ones.

## Changelog

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:cl:
add: Increased the limit in the preference from 17 to 18 so it don't
looks ugly
add: Add new timelock system for jobs
add; Add time locks for all jobs besides the new player ones
fix: Fixed an issue with generation reqs showing before even checking if
your clan or race could play that role.
code: New define for the jobs titles, straight from __DEFINES/jobs
code: New folders for each group of jobs, based off the join menu, each
group got their own dm besides the antags but police, giovanni and
primogen still a single dm with all their jobs.
/:cl:
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* Goon De-Goonening (#789)

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## About The Pull Request
I DON'T WANT A CEASE AND DESIST, PLEASE. This removes all of goon stuff
we have in our codebase, which includes changing a few sprites we don't
use into placeholder SMES and a brings over training gear sprites from
TG. (https://github.com/tgstation/tgstation/pull/65335 and
https://github.com/tgstation/tgstation/pull/65492)
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## Why It's Good For The Game
GAME WILL NOT GO DOWN!!!!
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## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
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<details>
<summary>Screenshots&Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>

## Changelog

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:cl: Agateophobia, Fikou, Tastyfish
add: Added new training gear from TG.
del: Deleted goon sprites and sounds.
/:cl:

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* Revert "Timelock System to all Jobs, Revival PR." (#790)

Reverts WorldOfDarknessXIII/World-of-Darkness-13#692

* Hair Dye (#748)

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## About The Pull Request
Ports https://github.com/tgstation/tgstation/pull/59435 and the sprites
from https://github.com/tgstation/tgstation/pull/77769/

## Why It's Good For The Game

Customization good.

![image](https://github.com/user-attachments/assets/65dcdd98-6d1c-4de6-afba-623c1e611de8)


- [x] Get PR to actually fucking work.
- [x] Buy eggs.
 

## Changelog

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:cl: Cimika, NamelessFairy, AdipemDragon and DATA-xPUNGED for original
sprites & code. theselfish ported.
add: Cheap hair dye, now in the gas station!
/:cl:

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---------

Co-authored-by: XeonMations <[email protected]>

* Fixes Limo Horns (#765)

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## About The Pull Request

The current limousine horn is the police siren sound, oops!
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game

No rich people pretending to be police.
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## Testing Photographs and Procedure

Updated honk sound. Spawned limo. Honked.


https://github.com/user-attachments/assets/9096b41e-14f9-4551-b939-57ae8749754d

## Changelog

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:cl:
fix: Fixed the limousine horn.
/:cl:

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* Detangle Special Shit Dot DM (#776)

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## About The Pull Request
distributes the infamous special_shit.dm into various object and item
files.

## Why It's Good For The Game
makes the codebase more legible

## Testing Photographs and Procedure
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functioning successfully, ideally including edge cases. -->
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<details>
<summary>Screenshots&Videos</summary>
no visual changes; I ran the code and it compiled.
</details>

## Changelog

:cl:
refactor: detangled special_shit.dm code
/:cl:

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---------

Co-authored-by: Adri <[email protected]>

* Fixes the sheriff not having access to seneschal doors (#788)

## About The Pull Request

Adds clerk access to the sheriff keys, so they can access the
receptionist.

## Why It's Good For The Game

They cannot access some areas of the Tower and as the de facto head of
security, this should not be the case (they already have prince access).

## Testing Photographs and Procedure

<details>
<summary>Screenshots&Videos</summary>


![image](https://github.com/user-attachments/assets/958afdab-e39e-463f-b284-a525751fd28a)

</details>

## Changelog

:cl:
fix: Fixes the Sheriff not having access to certain doors in the
Millenium Tower.
/:cl:

* Fixes vests not holding anything in the suit storage (#786)

## About The Pull Request

This PR allows the following items to be worn on vests and its subtypes:
- flashlight
- baton
- handcuffs
- ID/badges

## Why It's Good For The Game

Adds (mainly) police vests extra functionality.

## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
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<details>
<summary>Screenshots&Videos</summary>


![image](https://github.com/user-attachments/assets/bb60312f-6479-4fb4-bfed-d71152864c2d)


![image](https://github.com/user-attachments/assets/41015b4b-901b-43c3-af65-b58694f27ce8)


![image](https://github.com/user-attachments/assets/6ff50836-7106-4962-be74-b081cbfd7c29)


![image](https://github.com/user-attachments/assets/754afe94-259c-49b0-a66a-a180d7270fc7)

</details>

## Changelog

:cl:
fix: Vests can now hold the following items: flashlight, police baton,
IDs, handcuffs.
/:cl:

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* Removes automatic growl on garou rage gain (#791)

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## About The Pull Request

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This PR removes the automatic growl emote and noise from gaining rage,
and moves the noises over to the *growl emote for manual use instead.
Also fixes some missing / I noticed and literally cannot stop myself
from fixing


## Why It's Good For The Game

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There's been many cases where automatic growling on gaining rage has
made it impossible to pass as anything _but_ a werewolf to others.
Especially as a non homid breed, you are gaining rage every minute, and
having a 20% chance to *growl in public every minute nukes RP
seriousness and exposes you to any player who's ever interacted with
werewolves as a werewolf, especially because of the noise it makes.

It's best to have the growl be something the player can activate by
themselves than something automatic.

## Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
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<details>
<summary>Screenshots&Videos</summary>

I've no idea how to record and screenshots won't help prove it works
Here's two screenshots that prove you no longer growl automatically on
rage gain

![image](https://github.com/user-attachments/assets/3f716e76-44cf-40fa-ab17-3c1b01278cfd)

![image](https://github.com/user-attachments/assets/c629e113-b8f2-4712-b771-95d43f416b74)
</details>

## Changelog

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:cl:
add: adds sounds to garou *growl emotes
del: removes automatic rage growling
fix: fixes some missing code
/:cl:

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* Fixes hallucination fire stacks lingering (#785)

## About The Pull Request

When you get set on fire from the fire hallucination, you get 0.1 fire
stack.
This does not go away after the hallucination is done, so all malkavians
walk around "covered in something flammable".

With this, the stack goes away with or without putting yourself out.

## Why It's Good For The Game

Detecting Malkavians won't be as easy as shift-clicking them.

## Testing Photographs and Procedure
<details>
<summary>Screenshots&Videos</summary>


![image](https://github.com/user-attachments/assets/744ed56d-90ec-45e2-8c1b-df8798929ba4)

</details>

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:cl:
fix: The Malkavian fire hallucination no longer has lingering fire
stacks, meaning Malkavians won't have the "covered in something
flammable" examine text for the whole round.
/:cl:

* Fixes a typo in the police department sign (#787)

## About The Pull Request

Fixes one (1) letter in a sign.

## Why It's Good For The Game

Makes the game playable again

## Testing Photographs and Procedure
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<details>
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![image](https://github.com/user-attachments/assets/e7253e46-da2c-4215-b221-c7e0a4967a00)

</details>

## Changelog

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:cl:
fix: Fixes a typo in the Police Department sign.
/:cl:

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---------

Co-authored-by: Joshua Kidder <[email protected]>

* Fixes duplicate code in tgstation.dme (#792)

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## About The Pull Request

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merging your PR! -->

no merge queue moment


## Why It's Good For The Game

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no more duplicates

## Testing Photographs and Procedure
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![image](https://github.com/user-attachments/assets/a43d2410-d40d-4f2d-b30e-6545c30d7973)

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:cl: XeonMations
fix: Fixed duplicate lines in tgstation.dme
/:cl:

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* merge conflict fixes

---------

Co-authored-by: DiscordWizard <[email protected]>
Co-authored-by: XanderDox <[email protected]>
Co-authored-by: Adri <[email protected]>
Co-authored-by: boy2mantwicethefam <[email protected]>
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Co-authored-by: Hex <[email protected]>
Co-authored-by: Metekillot <[email protected]>
Co-authored-by: xxxnoscopexx <[email protected]>
Co-authored-by: Gamer Menace <[email protected]>
Co-authored-by: SoreYew <[email protected]>
Co-authored-by: Euan <[email protected]>
Co-authored-by: wod13-server <[email protected]>
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Co-authored-by: Washington <[email protected]>
Co-authored-by: Cursor <[email protected]>
Co-authored-by: XeonMations <[email protected]>
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As i said on the discord, i could not replicate the issue on the branch, jobs were spawned correctly both in local and host servers, i need a debug message or any information on how exactly it happened

test_1 teste_3 test_2

Roundstart tested as well as latejoins?

@Miraviel
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Miraviel commented Feb 18, 2025

As i said on the discord, i could not replicate the issue on the branch, jobs were spawned correctly both in local and host servers, i need a debug message or any information on how exactly it happened

I checked the logs. No runtimes, nothing in game.log that would indicate a problem. However, I checked roundstart ready ups, and most of them didn't have a primary role selected (anything on "High"). Can you please test what happens if you have some things only on low/medium and if you have nothing but you have "assign a random job if anything is unavailable"?

@wgtjunior743
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As i said on the discord, i could not replicate the issue on the branch, jobs were spawned correctly both in local and host servers, i need a debug message or any information on how exactly it happened
test_1 teste_3 test_2

Roundstart tested as well as latejoins?

late joins will send people to one of the city entrances unless they are nosferatu/ other masq break on sight to the nosferatu city and yes i late joined ant it would spawn me in a random city entrance as usual.

@wgtjunior743
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As i said on the discord, i could not replicate the issue on the branch, jobs were spawned correctly both in local and host servers, i need a debug message or any information on how exactly it happened

I checked the logs. No runtimes, nothing in game.log that would indicate a problem. However, I checked roundstart ready ups, and most of them didn't have a primary role selected (anything on "High"). Can you please test what happens if you have some things only on low/medium and if you have nothing but you have "assign a random job if anything is unavailable"?

will do, but as i previously stated the code don't touches the spawn locations and as the menu it should work properly, if nothing strange happens after i do the tests, it most likely is some issue with the Github version and the hosted version being different somehow, it already happened 2 times previously with the Wipe warning and the start menu background, both had some changes to be done manually i assume and the warning still not in the hosted game as far as i know.

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