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Shiptest Mirror #7 [MDB IGNORE] #16

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@Ms-Mee Ms-Mee commented Aug 14, 2024

My script broke and I'll fix it later bwag

So many changeds...

Previous Mirror: Shiptest Mirror #5 (PR #12)

  • I affirm to have tested this mirror PR to a reasonable extent.
  • I affirm the modular files affected by the changes in this mirror have been changed, or that none exist.

SomeguyManperson and others added 30 commits June 21, 2024 07:08
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## 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:

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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:
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## About The Pull Request
The directionals were flipped by 180°. This fixes that.
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Bugs bad.
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## Changelog

:cl:
fix: Blue wall locker sprites are no longer flipped.
/:cl:

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## 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.
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## 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.
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## 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:

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## 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:

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---------

Signed-off-by: Theos <[email protected]>
…power draw. (#3128)

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## About The Pull Request
I implemented the active state for this wrong, and it's better if it
doesn't have one for now.
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## Why It's Good For The Game
bugs bad functional power good
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worth adding. -->

## Changelog

:cl:
fix: infinite negative power draw while calling your grandmother no
longer happens.
/:cl:

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## About The Pull Request
Does what it says on the tin, all the decals are now properly aligned.
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## Why It's Good For The Game
I have no idea how this happened.
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## Changelog

:cl: PositiveEntropy
imageadd: SUNS trimline decals are now properly aligned.
/:cl:

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## 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:
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## 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)

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## 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.
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## Changelog

:cl:
fix: fixed volume pumps for mapping.
/:cl:

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## 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:

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---------

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)

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## 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:

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## About The Pull Request

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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

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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:

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## About The Pull Request
Title.
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## 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.
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## Changelog

:cl:
del: Miners and Cargo Technicians no longer get QM access.
/:cl:

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@Ms-Mee Ms-Mee changed the title Shiptest Mirror #7 Shiptest Mirror #7 [MDB IGNORE] Aug 14, 2024
@Ms-Mee
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Ms-Mee commented Aug 14, 2024

Arrowhead momen

@TheNeoGamer42
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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

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Ms-Mee commented Aug 14, 2024

I'll likely fix it later today, it was midnight so I went eeby deeby

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Ms-Mee commented Aug 14, 2024

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

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Ms-Mee commented Aug 14, 2024

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

@Ms-Mee Ms-Mee marked this pull request as ready for review August 14, 2024 19:08
OrionTheFox and others added 12 commits August 15, 2024 13:08
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## 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
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## Why It's Good For The Game
Some QoL for the Suit Storage Unit, including feedback and a visible
lock state
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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:

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## 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:
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## About The Pull Request

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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:

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…nder water (#3283)

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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

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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:

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… (#3273)

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## About The Pull Request
title. closes #3272 

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## Why It's Good For The Game

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## Changelog

:cl:
fix: Hardliner troopers should no longer spawn as Hardliner pilots
/:cl:

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anyways this supposedly compiles and everything. what coul dpossibly go wrong.

@Ms-Mee Ms-Mee closed this Aug 18, 2024
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Ms-Mee commented Aug 18, 2024

Time has been travelled

@Ms-Mee Ms-Mee reopened this Aug 18, 2024
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i press the funny button but for realsies now

@TheNeoGamer42 TheNeoGamer42 merged commit afcc3ff into Sector-Echo-13-Team:master Aug 22, 2024
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