-
Notifications
You must be signed in to change notification settings - Fork 17
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
Merge upstream 12.02 #107
Merge upstream 12.02 #107
Conversation
…evs#8427) # About the pull request Adds faction_marine to forecon preventing the marksman from being hit while cloaked # Explain why it's good for the game fixes cmss13-devs#7553 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixes forecon spotter/marksman being hit by ally bullets while inivsible /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: harryob <[email protected]>
# About the pull request Speeds up the defib noise if the user does the defib faster due to skill bonus. # Explain why it's good for the game It doesn't make sense when you see a synth defib someone and the thing is still beeping long after the guy has been shocked. One size doesn't fit all in this case. # Testing Photographs and Procedure https://www.youtube.com/watch?v=AbqnKxiMpLE - also tested defibbing someone on doctor and corpsman, it worked as expected. # Changelog :cl: soundadd: faster defib noises for those who use defibs faster (synth, doctor) /:cl: --------- Co-authored-by: harry <[email protected]>
) # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game They should stay in admin z level (an example of why this is problematic is evo screeches being heard in lobby) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixes new players being teleported into the ground z level /:cl:
# About the pull request This PR introduces a role for non-whitelisted players on CM, allowing them to play as predators in the hunting grounds. This provides an opportunity for players who might want to apply for the whitelist or simply experience a role they haven't played before. Players rolling for the role will need 60 hours as any marine in a squad AND 60 hours as any xeno role. This PR will need ironing out before it is ready to be merged. Mapping changes: 1. I have expanded the predship Z level to 80x70 to accommodate the youngblood area. 2. Greatly expanded the fighting pit as another is located in the lower deck (youngblood area), expanded the room outwards by two tiles also. Screenshots are provided. 3. The lower deck of the ship is lit with red light. 4. Removed the globe in the cockpit replaced it with the console that calls the youngblood ERT. List of things youngbloods cannot do: 1. Youngbloods cannot use the plasma caster (as completing the blooding trial grants them this in lore). 2. Youngbloods cannot use the relay beacon or NORMAL teleporters on the clan ship I have made separate ones for them to use. 3. Youngbloods cannot use self destruct ANYWHERE as they are only meant for the hunting grounds. The hunting grounds does not allow self destruct in the first place so the only reason that a youngblood would be SDing is if they intended to grief. 4. They can't use any of the consoles relating to the hunting grounds as they are supposed to be supervised by whitelisted players or an admin. List of things youngbloods can do: 1. Choose their own armour set and colour from the same preference menu as whitelisted players (whitelisted players cannot see this menu). No names or flavour text because i don't trust CM players not to name their pred something stupid. 2. They get every other bracer ability that was not mentioned in what they cannot do. 3. If they survive whitelisted players will be encouraged to return them to the clanship to roleplay. Fali safes: 1. Whitelisted players can use a button on their bracer to instantly kill any Youngblood alive if they eg: break character, break the honour code or insult a blooded member. This is intended as a last resort warnings should be given out before anyone presses this button. I don't want to see whitelisted players instantly killing a youngblood for one minor insult. 2. A new ERT job ban is in place for youngbloods for obvious reasons. 3. If any whitelisted predator player takes a youngblood into the main part of the game they will be removed from the whitelist. 4. On spawning youngbloods are told what they cannot do in terms of roleplay and the honour code. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game It introduces people who have never played predator to what the whitelist is about and sharing is good. With the failsafe's in place i don't see anything major going wrong as they are mechanically unable to effect the round in anyway. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Lower ship younblood spawn and prep with night vison on ![image](https://github.com/user-attachments/assets/98593281-7bd5-48ae-9283-5b227183fdde) Lower ship younblood spawn and prep with night vison off ![image](https://github.com/user-attachments/assets/781ee3b5-b320-438c-8c58-e886d29a15f0) New fighting pit and ladders ![image](https://github.com/user-attachments/assets/fc2bc422-75e8-4c50-bc34-33f70e4db9bf) </details> # Changelog :cl: Joe Lampost, Forrest2001 add: A role for non-whitelisted players to play predator. add: A new console and ert have been added relating to spawning youngbloods. add: Feral xenos on the hunting grounds now drop weeds when they spawn. add: A kill button for whitelisted pred players to instantly kill any youngblood acting out of line. code: Predator teleporting now has checks. mapadd: added a lower deck on the pred ship for youngbloods. maptweak: tweaked the fighting pit area of the predship. admin: Adds a new roleban relating to youngbloods. /:cl: --------- Co-authored-by: forest2001 <[email protected]>
# About the pull request converts alot of one letter vars into proper ones, removes some byond ticks to use seconds and rewrites some ability code # Explain why it's good for the game better code (codeword for new issues) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: Re-wrote some crusher ability code, changes one letter vars and made some byond ticks change seconds macro /:cl: --------- Co-authored-by: InsaneRed <[email protected]>
# About the pull request 1. Added a preference for being chosen as King, under special role candidacy. You will no longer be prompted on whether you'd like to be King or not. 2. The King hatchery now spawns around the hive core (make sure you have enough space!), Destroying a pylon will now only pause the timer, in order to fully reset it you will have to destroy the hatchery itself. 3. Replaced the armor hive buffs with two new hive buffs: Boon of fire resistance - Makes all xenomorph immune to being *ignited* (you still take damage walking over fire), Boon of adaptability - Grants all xenomorphs a new ability "Transmute" (will appear under aliens tab) which allows them to change to a different caste of the same tier. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game > 1. Added a preference for being chosen as King, under special role candidacy. You will no longer be prompted on whether you'd like to be King or not. qol > 2. The King hatchery now spawns around the hive core (make sure you have enough space!), Destroying a pylon will now only pause the timer, in order to fully reset it you will have to destroy the hatchery itself. Makes it more in-line with nuke, should reduce cat and mouse and actually end the round faster > 3. Replaced the armor hive buffs with two new hive buffs: Boon of fire resistance - Makes all xenomorph immune to being *ignited* (you still take damage walking over fire), Boon of adaptability - Grants all xenomorphs a new ability "Transmute" (will appear under aliens tab) which allows them to change to a different caste of the same tier. Replacing the pure stat hive buffs has been a goal for me for a while, Will have to see how these new buffs perform and adjust accordingly # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: Added a preference on whether you would like to be chosen as King or not, you will no longer receive a prompt asking you for that. This can be toggled under "special role candidacy" balance: The King hatchery now spawns around the hive core. Destroying pylons will no longer destroy the hatchery but will instead pause its progress. To fully reset the progress you must destroy the hatchery itself. add: Replaced the armor hive buffs with two new hive buffs: Buff of Fire Resistance - Makes all xenomorph immune to being *ignited* by fire. Buff of Adaptability - Gives all xenomorph a new verb under the alien tab named "Transmute" which will allow them to change to a different caste of the same tier. /:cl: --------- Co-authored-by: Drathek <[email protected]> Co-authored-by: harryob <[email protected]>
# About the pull request I didn't account for the fact that survs don't always have the survivor job, so stats were showing up skewed
# About the pull request This PR makes it so that you are able to fish in oceans and rivers, it also adds 3 new fish types two that are able to be gutted for fish meat as well as a bunch of fun little drops you can get from fishing like ore, beer, shoes, and other novelties. # Explain why it's good for the game It would be a good RP addition for fishing and having fun. It doesn't really throw off the balance at all as far as I looked, its just a fun camping thing. # Testing Photographs and Procedure Making sure fishing pole only went in water and not anywhere else: ![image](https://github.com/user-attachments/assets/98cdcec8-b742-4afe-bc58-075788d0c45c) Making sure the sprites and gutted item drops were good (catfish and gutted bluegill sprites were later changed): ![image](https://github.com/user-attachments/assets/bdee67c1-edcc-48d9-8e3e-808dca0fe0ee) Making sure the loot tables were being used while fishing (the clam placeholder was replaced with an adequate sprite and function): ![image](https://github.com/user-attachments/assets/e5f899a3-c4d0-4da7-bb04-86e9acf31d06) Sprites of bass in a pile: ![image](https://github.com/user-attachments/assets/8ae2a3c8-3a7a-43df-adc1-b480166a1c88) After getting my sprite approved for use i added it as a new fish snacks item. # Changelog :cl:Sergeant_Lemon add: new fish types to the old fishing code add: added turf flag 'fishable_turf' add: added items to fishing loot table fix: fixed fishing rod code so it fishes on ocean and rivers code: Changed code in the fishing category as well as meat, ore, and atoms imageadd: sprites for new fish and pearl item /:cl: --------- Co-authored-by: forest2001 <[email protected]> Co-authored-by: Git-Nivrak <[email protected]>
# About the pull request adds a new barrel attachment for the m37a2 shotgun. it's available in squad prep and requisitions in small quantities. it changes the shotgun from a secondary utility weapon to more of a CQC primary, similar-ish to the m39. sprites were done by thwomper. ![image](https://github.com/user-attachments/assets/d9f71fdc-2fd7-4e4a-8818-cc1b0582f4be) the stat changes are as follows, negatives are: 1. reduces the damage output of the shotgun by 20% 2. remove any stunning or slowing ability from slugs/buckshot 3. increases the recoil by 2 steps positives are: 1. increases the max range of shells by 1 tile 2. doubles the fire rate from 0.5 bullets per second to 1 bullet per second 3. decreases falloff by 30% 4. decreases bonus projectile scatter by 5 (buckshot is now a much tighter formation) 5. increases accuracy by 25% 6. increases bullet velocity by 1 step it also changes the firing sound to a different one, so enemies can quickly differentiate it from a standard m37. VIDEO IS OUTDATED BUT ROUGHLY SHOWS THE WEAPON'S FUNCTIONALITY https://github.com/user-attachments/assets/a216e9d8-06ea-4648-a042-1710faf3c749 DPS TABLE: | **AMMO** | **MK2** | **M39** | M37 **CHOKE** | |-|-|-|-| |**STANDARD**| 176| 226 | 208 | |**AP**| 132| 173| 96| it's fairly solid at clearing out soft targets, but flechette rounds lag behind regular AP ammo. i think the risk of being forced to get close up is worth the DPS being comparable to the M39. the range on buckshot is worse than the M39's, but if you can land a solid click the payoff is much greater. note, i am unsure of touching flechette damage values currently due to cmss13-devs#8048 being in the air for a testmerge, and i believe it's fine as is when it comes to the choke right now. some guncode lines were changed to get damage multipliers working for bonus projectiles, along with a new variable that increases the max range of projectiles. PBs now inherit damage multipliers too # Explain why it's good for the game it's a new, fun way to utilize a primary weapon. the attachments marines currently have are pretty lackluster, with most of them being bland stat increases and some of them just straight up being absolute garbage. hopefully by adding more unique, mechanic-based attachments and tweaking some of the others we can make the system a lot better and fun. i think this attachment is a good start while the numbers might not be all there yet, they can always be tweaked, and with the lack of stuns/slow i doubt this weapon will be that oppressive against xenos. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Vile Beggar, thwomper add: Adds a new shotgun choke attachment to squad prep and requisitions vendors for the M37A2 shotgun. /:cl:
# About the pull request Updates turf descriptions to account for medevacs+CAS instead of just CAS. # Explain why it's good for the game When I became experienced in HM, every time I read the "that's not gonna stop anything" turf description for metal roof I always think to myself that erm actually it is gonna stop something ☝️🤓 (this will help newbie medevacers.) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: Updates turf descriptions to account for medevacs+CAS instead of just CAS. /:cl:
# About the pull request Ammo box explosions max out at 3k bullets, previously you can toss an entire box of m56 and create an earth-shattering kaboom. Now the explosions are caped at 3k bullets. Previously: M56D box detonated center of briefing (5.6k bullets) ![image](https://github.com/user-attachments/assets/ebd74d66-2317-4fb2-b0f6-54c4a92e6dc8) After 3k bullet cap: ![image](https://github.com/user-attachments/assets/6b457e34-1f22-4dd6-90ee-edfc6a3f1731) Did some testing, does 350~ damage to adjacent xenos, enough to kill base runners but leave acid runners alive on a sliver of health (and stunned). <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Players shouldn't be able to create explosions that big just by filling up a few m56d boxes from their preps (which nobody takes anyway). # Testing Photographs and Procedure see above # Changelog :cl: balance: Ammo box explosions are capped at 3k bullets. /:cl:
Reviewer's Guide by SourceryThis pull request merges upstream changes and implements a large number of updates across several subsystems. The changes include refactoring and renaming in the xenomorph crusher and transmute abilities, reworking the hive cocoon process and hive buff system, updates to food/snacks items (especially new fish types and reagent initialization), adjustments in predator emergency call and vendor systems (including roles for youngblood/non-whitelisted predator), enhancements to projectile mechanics (introducing new modifiers such as projectile max range and bonus scatter), addition of a new shotgun choke attachment with balancing tweaks, and various bug fixes and quality‐of‐life improvements for turfs, lighting, client preferences, and clan/job management. Overall, the PR cleans up variable names, refactors timer based processes into a new processing loop, and updates multiple gameplay systems to better balance gameplay and add new features. Xenomorph Abilities: Crusher & Transmute (Refactored Implementation)classDiagram
class Xenomorph {
+health
+plasma_stored
+tier
+lock_evolve
+check_state()
+transmute_verb()
+transmute(newCaste, message)
}
class CrusherAbility {
+plasma_cost
+cooldown
+windup_duration
+create_stomp()
+use_ability()
}
class XenoAction {
<<interface>>
+action_activate()
+can_use_action()
}
Xenomorph <|-- CrusherAbility : uses
Xenomorph <|.. XenoAction : implements
note for Xenomorph "Updated crusher and transmute abilities\n(refactored variable names and added timer callbacks)"
note for CrusherAbility "Handles crusher stomp logic\nplaysound and visible messaging updated"
note for XenoAction "Onclick actions trigger abilities (crusher and transmute)"
File-Level Changes
Tips and commandsInteracting with Sourcery
Customizing Your ExperienceAccess your dashboard to:
Getting Help
|
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
About the pull request
Мерге апстриме