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Shiptest Mirror #7 [MDB IGNORE] #16
Shiptest Mirror #7 [MDB IGNORE] #16
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<!-- 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 Here, catch. ![image](https://github.com/shiptest-ss13/Shiptest/assets/24857008/bd6ab17a-383e-4555-93de-ad55253e94e5) ## Why It's Good For The Game Reduces the capacity for crystal legion to instakill people by shitting out 2 skulls which immediately fly over to people and shit out shrapnel when killed. It's like a mine but it chases you. If you can't get to a safe distance the pattern almost guarantees getting hit twice. ## Changelog :cl: balance: crystal legion spawn 1 less skull per spawn wave, now 1 (like normal legion) /: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. --> Signed-off-by: Theos <[email protected]>
## About The Pull Request fixes shiptest-ss13/Shiptest#3132 ## Why It's Good For The Game missing sprites bad, i might go through drinks and see if any other are Fucked later ## Changelog :cl: fix: Tadrixx Float has a sprite again /:cl:
<!-- 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 directionals were flipped by 180°. This fixes that. <!-- 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 Bugs bad. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Blue wall locker sprites are no longer flipped. /: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. -->
<!-- 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 Bone Talisman and Hunter's Necklace were ancient items meant to give ash walkers some bonus armor. Their fluff was "divine protection", which was also used to explain said armor. Now, instead: - They get no armor. There is no way a little bracelet grants any protection. - Instead, fluff-wise, there is a superstition that they bring good luck. Something that, especially hunters and miners, could believe in. There is no mechanical backing - they are fluff items. - They are also in the loadout, for character building. Other changes: - Wolf necklace is a /neck clothing instead of an accessory. - Sprites were also renamed. - Wolf necklace crafting recipe was nerfed. <!-- 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 assume those items were on the chopping block. Might as well save them, cause the concept of a little good luck charm is pretty cool I think. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Bone Talisman and Hunter's Necklace were added to loadout. tweak: Bone Talisman and Hunter's Necklace were reflavored into good lack charms. They are no longer armored. tweak: Wolf talisman crafting recipe now requires less stuff. /: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. -->
<!-- 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 Brimdemon beams now fade in before activating Reduces brimdemon base vision range from 9 to 6 so you won't piss them off before even being able to see them https://github.com/shiptest-ss13/Shiptest/assets/24857008/994e9111-7504-43e2-bfea-ad05e86e6399 ## Why It's Good For The Game Silence, tester. Offscreen brimdemon blast. -35. ## Changelog :cl: balance: brimdemon beams now have a fade-in effect before dealing damage, making it harder to get instantly chunked for a quarter of your health balance: brimdemons can no longer aggro on you before you can see them /: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. --> --------- Signed-off-by: Theos <[email protected]>
…power draw. (#3128) <!-- 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 implemented the active state for this wrong, and it's better if it doesn't have one for now. <!-- 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 bugs bad functional power good <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: infinite negative power draw while calling your grandmother no longer happens. /: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. -->
<!-- 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 Does what it says on the tin, all the decals are now properly aligned. <!-- 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 have no idea how this happened. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: PositiveEntropy imageadd: SUNS trimline decals are now properly aligned. /: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. -->
## About The Pull Request I was reviewing `revolver.dm` and noticed a bit of duplicated logic. While "twice to be sure" is usually a good idea for using a gun, it's probably not necessary here. ## Why It's Good For The Game Clean code is good code? ## Changelog :cl: fix: Cleaned up some logic in revolver safety /:cl:
<!-- 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 path error for mapping versions of volume pumps and correctly renames volume pump mapping icons ![image](https://github.com/shiptest-ss13/Shiptest/assets/90987989/10cea549-efb6-4e3e-ba60-183ec21d7cad) ![image](https://github.com/shiptest-ss13/Shiptest/assets/90987989/48042aa0-e6d0-482c-8fe5-b7f09119736c) <!-- 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 Makes volume pumps that start on have the on texture in sdmm, and makes the layer versions correctly show up in sdmm. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: fixed volume pumps for mapping. /: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. -->
<!-- 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 in gun cases that can hold a variety of guns and magazines, intended for use in cargo and certain ships and ruins. Sprites by retlaw are a work in progress. ## Why It's Good For The Game Adds in a cool way to store firearms safely, and also its realistic i think. Also requested by apogee. ## Changelog :cl: add: Cargo guns and certain guns in ships now come inside cases alongside some magazines, the ammo now comes separately for safety reasons. /: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. --> --------- Signed-off-by: Martinpachu <[email protected]> Co-authored-by: Theos <[email protected]>
## About The Pull Request Changes Shadow and Montagne descriptions to reflect they're now chambered in .44. Also fixes the rusted red item from the black market to be a hardsuit instead of a helmet that disappear in your hand. ## Why It's Good For The Game my captain accidentally bought two boxes of .45 hollow point instead of .44 because thats what the gun description said. and the rusted red i bought intending to get shot to death crumpled to ash in my hands ## Changelog :cl: fix: Fixed typos in the Shadow and Montagne revolvers fix: Black market rusted reds no longer flash into dust when you purchase them /:cl:
…slinger damage buff from the shadow. (#3135) <!-- 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 Gives the lever-action rifle an effect similar to revolver fanning, but slower and while wielded. ALSO removes the +5 damage and AP ## Why It's Good For The Game The lever action rifle right now is very underwhelming and i think this would be a fun way to use it. Also, the +5 damage and AP bonus is stupid and unneeded now that the .44 roumain round is merged. ## Changelog :cl: add: A technique for gunslinger with the lever-action flaming arrow! Firing it while wielded will quickly and automatically rack the lever, less quickly than a .38 revolver or fanned shadow though. del: The +5 damage and AP bonus on the shadow while using it as a gunslinger. /: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. -->
<!-- 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! --> Makes the combat shotgun bulky instead of huge, and the compact combat shotgun medium instead of bulky Repaths the saber SMG to be a child of the skm carbine so the stock is able to fold and changes Adds automatic fire to the TEC-9 and makes it normal sized. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> The combat shotgun being huge is a holdover from station based server balance. It being bulky now will make it be able to fit in armor vests. Moves the compact combat shotgun down to normal as a result since it's supposed to be the compact version. The Saber and TEC-9 changes are so they're accurate to their descriptions of having a folding stock and having a fast rate of fire respectively. Ups the TEC-9 to normal sized as a result since having an automatic pistol you can fit in your boot is probably not good. ## Changelog :cl: tweak: Saber SMG stock folds tweak: TEC-9 Pistol is now automatic and normal sized balance: Combat shotgun is now bulky, and the compact combat shotgun is normal. /: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. -->
<!-- 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 Title. <!-- 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 They could kinda... access stuff they shouldn't? Examples of this are Inkwells Logistics Deck Officer's Quarters and bridge, Ospreys QM locker and Metas bridge. I don't think they are meant to use it for anything either. Couldn't find a use, at least. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: del: Miners and Cargo Technicians no longer get QM access. /: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. -->
Arrowhead momen |
honestly at this point it might be funny if I shrimply made you a maintainer. also you cna either remove the arrowhead at this point or do it yourself and I will Attempt to do it myself when I have more time |
I'll likely fix it later today, it was midnight so I went eeby deeby |
Technically it all works now and as far as I recall I changed all the modular files properly But there's so many changes and phytosian blood might be acting weird again so I'll have a looook |
Well, phytosian blood is fine I guess I just never actually did some things I intended to because some of it would be too much effort for what is currently worth, pandemics work as they should Not sure what else to really go test right now so it's time to go wrangle the echoprefs branch into shape |
<!-- 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 - SSU 'Lock' now displays a Red Light ![image](https://github.com/user-attachments/assets/550190f0-4ee1-45df-9b3f-fe5750d0b77e) - SSU hacked 'Super-UV' Decontamination now displays a flashing red-yellow light to distinguish from the Locked state ![dreamseeker_dh8pZyFq19](https://github.com/user-attachments/assets/5fe4b153-a754-41d6-9b6e-ad48741d43e7) - Feedback for failing to activate UV Decontamination due to Safeties ![image](https://github.com/user-attachments/assets/d3521063-6611-45ad-977c-ebf8cf760c80) - Feedback for failing to activate UV Decontamination due to the SSU being empty ![image](https://github.com/user-attachments/assets/5aca2abf-83a2-4f02-8d00-330f215fb97a) <!-- 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 Some QoL for the Suit Storage Unit, including feedback and a visible lock state <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Suit Storage Units now provide feedback when Decontamination fails to activate imageadd: Suit Storage Units now have a visible red light when Locked - when hacked, Decontamination now has a red-yellow flashing light to distinguish from the Locked light. /: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. -->
## About The Pull Request Adds general sprites to the Frontiersmen for the Vox. Your average grunts... ![image](https://github.com/user-attachments/assets/356fd77a-985b-440a-959c-0e5554b93179) Frontiersman uniform, sans armor ![image](https://github.com/user-attachments/assets/f4a54036-4dda-4367-9789-d038283ea30d) Deckhands! ![image](https://github.com/user-attachments/assets/ca8a396f-3b7f-41eb-80f7-9142774f650a) Vessel Command ![image](https://github.com/user-attachments/assets/6e912531-c3fe-4aae-85a0-f18d8b8cc48e) Fleet Command ![image](https://github.com/user-attachments/assets/8f2c8bb4-09b7-422d-b8ac-0c3a586f74bc) ## Why It's Good For The Game The faction rooted in Vox history finally has sprites to represent the Vox themselves. That's pretty cool I think. ## Changelog :cl: Cloudbreak add: Frontiersman sprites for the Vox! /:cl:
<!-- 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! --> Flipped tables had an issue where they didnt block movement properly from it's outward side, or it's inward if you flipped it while diagonal. Adds an extra proc to help check the directions and fixes the other checks so people can't occasionally phase directly through a flipped table. Also adds an examine hint to flipped tables on how to right them, and changes the span classes to macros ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Bugfixes are good. ## Changelog :cl: add: Examine hints for flipped tables fix: You can no longer phase through a flipped table. /: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. -->
…nder water (#3283) <!-- 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! --> You can once again scoop reagents from a water turf using a beaker. Adds an examine hint for the action. Repaths acid turfs under water so they inherit the scooping behavior. Pouring from a reagent container is now bound to disarm instead of help. Changes the span classes to span macros ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Reagent scooping got disabled and commented out in #1900 I think due to conflicting with the fishing code. This PR cleans up the scooping code so it works again. Pouring out a container is now bound to using disarm instead of help intent. I feel it's more intuitive, and should cut down on accidentally spilling your hard earned reagents on the floor due to a misclick. Repaths acid under water mainly so it inherits the scooping behavior, and it seems logical to be able to scoop from it since it's also a liquid. Changes all the relevant turfs to the new paths. THE TAR NO LONGER LIES TO ME ABOUT BEING ABLE TO SCOOP IT. ## Changelog :cl: fix: water turfs reagent scooping code: span classes to span macros refactor: acid turfs repathed under water refactor: Pouring out a reagent container is now bound to disarm intent instead of help intent. /: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. -->
… (#3273) <!-- 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 title. closes #3272 <!-- 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 <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Hardliner troopers should no longer spawn as Hardliner pilots /: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. -->
anyways this supposedly compiles and everything. what coul dpossibly go wrong. |
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Time has been travelled |
i press the funny button but for realsies now |
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My script broke and I'll fix it later bwag
So many changeds...
Previous Mirror: Shiptest Mirror #5 (PR #12)