-
Notifications
You must be signed in to change notification settings - Fork 103
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Timelock System to all Jobs, Revival PR. #692
Timelock System to all Jobs, Revival PR. #692
Conversation
…-of-Darkness-13 into YEAH_22_WORK_FIX
…-of-Darkness-13 into YEAH_22_WORK_FIX_2
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
stylistic requests in the first go, thanks for taking up doing the timelock system
changes done |
…-of-Darkness-13 into YEAH_22_WORK_3
merge conflict fixed |
1892b5a
into
WorldOfDarknessXIII:master
This reverts commit 1892b5a.
@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 |
most likely the spawn position is associated with the job path for some reason, i will see on it |
* 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 actually explain WHY what you are doing will improve the game, then it 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 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: 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 your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by 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.  <!-- 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 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: 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!)  ## 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: <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * 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: <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- 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) <!-- 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 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 documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Better tooling <!-- 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. --> ## 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 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: 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: <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by 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. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request  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.  - Typical entrances to the tower now require that you are a ghoul or a kindred to enter safely.  - One barrier has been stationed outside the Giovanni mansion. Familiga only. Unlike other bouncers they have tommy guns.  - 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.  - The downstairs of the strip club is now marked as an Elysium.  - 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  - 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. - ## 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by 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, 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. --> ## 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> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> ## 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: del: Flashing images from hellweaving. /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * 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, 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 <!-- 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: added techshop keys as a item. :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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- 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  </details> ## 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: 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:  Proof of no runtiming  </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) <!-- 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 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.               ## 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 <!-- 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: Hand Sickle add: Map Spawns for the Hand Sickle :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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Detangle all of narco.dm (#778) <!-- 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 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. --> <!-- You can uncomment line 1 @ _maps/_basemap.dm to boot up a test map that loads much faster. --> It compiled! Also here's proof weed still grows since I messed around with a subsystem:  ## Changelog :cl: refactor: unclutters narco.dm for better organization /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Corrected a single spelling mistake in the character setup menu. (#770) "OCCUPATION CHOISES" <!-- 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 Fixes a single spelling mistake in the character customization menu which I spotted not even 4 minutes into my first time playing this server. <!-- 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 Good spelling makes for a good first impression. Proceed to ignore all spelling mistakes I make while filling out this form. <!-- 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. --> ## Testing...? <!-- 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>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 <!-- 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: TiberianEuan spellcheck: fixed a typo "occupational choises" /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * 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) <!-- 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 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 documented or this can delay review and even discourage maintainers from merging your PR! --> ## 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. <!-- 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 <!-- 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: buffyuwu, singul0 add: Malkavians can now use VTM:B styled fonts /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: buffyuwu <[email protected]> * Timelock System to all Jobs, Revival PR. (#692) <!-- 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 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)   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):  Once they play 2 hours of any role(Admin bypass is active so it is ignoring races limitations):  [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 <!-- 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: 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: <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Goon De-Goonening (#789) <!-- 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 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) <!-- 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 GAME WILL NOT GO DOWN!!!! <!-- 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. --> ## 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> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> ## 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: Agateophobia, Fikou, Tastyfish add: Added new training gear from TG. del: Deleted goon sprites and sounds. /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Revert "Timelock System to all Jobs, Revival PR." (#790) Reverts WorldOfDarknessXIII/World-of-Darkness-13#692 * Hair Dye (#748) <!-- 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 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.  - [x] Get PR to actually fucking work. - [x] Buy eggs. ## 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: Cimika, NamelessFairy, AdipemDragon and DATA-xPUNGED for original sprites & code. theselfish ported. add: Cheap hair dye, now in the gas station! /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: XeonMations <[email protected]> * Fixes Limo Horns (#765) <!-- 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 The current limousine horn is the police siren sound, oops! <!-- 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 No rich people pretending to be police. <!-- 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. --> ## Testing Photographs and Procedure Updated honk sound. Spawned limo. Honked. https://github.com/user-attachments/assets/9096b41e-14f9-4551-b939-57ae8749754d ## 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: fix: Fixed the limousine horn. /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Detangle Special Shit Dot DM (#776) <!-- 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 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 <!-- 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> no visual changes; I ran the code and it compiled. </details> ## Changelog :cl: refactor: detangled special_shit.dm code /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- 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>  </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. --> <!-- You can uncomment line 1 @ _maps/_basemap.dm to boot up a test map that loads much faster. --> <details> <summary>Screenshots&Videos</summary>     </details> ## Changelog :cl: fix: Vests can now hold the following items: flashlight, police baton, IDs, handcuffs. /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Removes automatic growl on garou rage gain (#791) <!-- 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 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 <!-- 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. --> 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. --> <!-- You can uncomment line 1 @ _maps/_basemap.dm to boot up a test map that loads much faster. --> <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   </details> ## 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: adds sounds to garou *growl emotes del: removes automatic rage growling fix: fixes some missing code /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * 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>  </details> ## 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: 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 <!-- 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>  </details> ## 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: fix: Fixes a typo in the Police Department sign. /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Joshua Kidder <[email protected]> * Fixes duplicate code in tgstation.dme (#792) <!-- 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! --> no merge queue moment ## 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 actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> no more duplicates ## 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>  </details> ## 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: XeonMations fix: Fixed duplicate lines in tgstation.dme /: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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * 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]> Co-authored-by: buffyuwu <[email protected]> Co-authored-by: CactusMouth <[email protected]> Co-authored-by: agateophobia <[email protected]> Co-authored-by: WilliamNelson37 <[email protected]> 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]> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Singul0 <[email protected]> Co-authored-by: Washington <[email protected]> Co-authored-by: Cursor <[email protected]> Co-authored-by: XeonMations <[email protected]>
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. |
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)


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):

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

[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: