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Upstream merge 7/15/2024 #47
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VMSolidus
merged 20 commits into
SS14-Classic:master
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VMSolidus:Upstream-Merge-7/15/2024
Jul 15, 2024
Merged
Upstream merge 7/15/2024 #47
VMSolidus
merged 20 commits into
SS14-Classic:master
from
VMSolidus:Upstream-Merge-7/15/2024
Jul 15, 2024
Commits on Jul 12, 2024
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# Description #525 Added foreigner traits, now during testing I revealed a few bugs. This PR fixes them: - The light version now correctly allows you to understand common (it would not because I forgot to add [DataField]) - The translator now correctly starts with a high-capacity power cell - Equipping the translator in a pocket slot no longer takes time <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/4d2cabc7-2ce2-498b-822b-8ff9b82eea7d) </p></details> # Changelog :cl: - fix: Foreigner traits now work correctly.
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Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Heavyweight Drunk Trait + Drunk Traits Rework (#512)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds the inverse of lightweight drunk, which makes you less susceptible to the effects of ethanol. (more specifically, it halves the damage of alcohol and you need to drink twice as much to feel the effects in the first place) To make the change happen, `LightweightDrunk` component was reworked to: - A) no longer change any drunk effects (including non-alcohol related drunkness like bloodloss) - B) instead multiply the effects of ethanol in your bloodstream I chose this route in particular, because the other option of multiplying the amount of ethanol gained from alcohols is nonsense. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Add a `TryMetabolizeReagent` event to `MetabolizerSystem.cs` so a `LightweightDrunkSystem.cs` can listen to the event and multiply the effects of "Ethanol" specifically. - [X] Add the Heavyweight Drunk trait - ~~Fix a minor spelling mistake that caused the trait condition to not show up~~ - [ ] Would we be able to name trait files after categories? I don't want to put every positive trait in a file named 'skills.yml' --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added the Heavyweight Drunk trait, which doubles your alcoholism potential. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Random Announcer System (#415)
# Description Replaces every instance of station announcements with an announcer system meant to handle audio and messages for various announcers defined in prototypes instead of each server replacing the scattered files inconsistently with whatever singular thing they want to hear announce messages. # TODO - [x] Systems - [x] CVars - [x] Sounds - [x] Client volume slider - [x] Collections - [x] Prototypes - [x] Events - [x] Commands - [x] PR media - [x] Deglobalize - [x] Passthrough localization parameters to overrides - [x] Make every announcer follow the template - [x] Move sounds into subdirectories - [x] Make announcement IDs camelCased - [x] Test announcement localizations - [x] Weighted announcer lists --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/caf5805d-acb0-4140-b344-875a8f79e5ee </p> </details> --- # Changelog :cl: - add: Added 4 new announcers that will randomly be selected every shift
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Commits on Jul 13, 2024
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# Description Part of Issue #467 This is a complete re imagining of the Nyanotrasen Mass Contest System(Long since removed from the game). This system adds a highly flexible function that outputs a ratio of a given entity's mass, that is optionally relative to another entity. I've primarily written this system to be used in conjunction with PR #458 , as it adds several new implementations of variable player mass to the game. How this differs from the original Mass Contest system is that it is configured via hotloaded CVars, and is inherently clamped so that character mass only modifies functions by a finite amount rather than providing infinite scaling. This essentially means that while an Oni is 25% better at shoving a Felinid to the floor thanks to their different masses, a 2000kg Lamia is also only 25% better at shoving a Felinid to the floor, rather than 50000% better. The inverse is also true, a small player character can only be 25% better or worse at a given implementation. These implementations are not handled directly by the ContestSystem, and are instead handled directly by other systems that call upon it. This percentage limit can be modified by a new CVar at any time. Additionally, the entire MassContest system can be optionally toggled off completely at any time via CVar, without needing to modify any code that calls upon it. At this time, I have included three different implementations to serve as suitable examples for how MassContest can be used. 1. Weapon recoil is now modified by an entity's mass relative to the human average baseline. Smaller characters experience more recoil, larger characters experience less recoil 2. Disarm/Shove is now modified by Mass Contests. Entities that are sized differently from their target have their shove/disarm chance modified based on the ratio of performer and target mass. 3. Certain types of handcuffs(such as Cablecuffs and zipties) are now faster to slip out of if you are smaller than the average. # Changelog :cl: - add: Mass Contests have returned in a new reworked form. - add: Weapon Recoil is now resisted by character mass. More massive characters take less recoil, less massive characters take more recoil. - add: Disarm and Shove actions are now modified by relative character mass. It is easier to shove people around if you're bigger than them. - add: Cablecuffs and Zipties are now easier to escape out of if you're smaller. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
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Commits on Jul 14, 2024
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This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Resprite the IDCards with newers looking sprites, making them also modular so easy to edit/create new cards without the need to make compleatly new sprites. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] ID Cards - [x] Cleanup --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/10b50980-b7d4-470d-b6d7-baf5a18b5710) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - tweak: We got new ID Cards the old ones were soo tiny that they were lost.
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# Description Shock collars were a useful thing in nyano for a long time, but security could never put them to use because they could be removed instantly, so they were forgotten about. Now that we have enquip delays, shock collars can be useful for controlling unruly prisoners (or unruly secoffs who like to harm baton passengers). Only two problems is there's no way to manufacture them, and they can be quite deadly when used repeatedly. This PR solves both of these issues, and also fixes a little bug: - Shock collars can be manufactured at the secfab. - Shock collars deal 1 shock damage instead of 5. - The shock ignores insulation. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/16d8efdf-c3de-46de-9a48-401d99c92b29) </p></details> --- # Changelog :cl: - tweak: Shock collars can now be manufactured in the security techfab. They also deal less damage and ignore insulated gloves.
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Commits on Jul 15, 2024
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Merge remote-tracking branch 'EE-Personal/Psionic-Power-Refactor' int…
…o Upstream-Merge-7/15/2024
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