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another draft pr for plasmaman #2
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Nov 23, 2024
RSI Diff Bot; head commit 67cf147 merging into 613eb05 Resources/Textures/Clothing/Head/Envirohelms/atmos.rsi
Resources/Textures/Clothing/Head/Envirohelms/captain.rsi
Resources/Textures/Clothing/Head/Envirohelms/cargo.rsi
Resources/Textures/Clothing/Head/Envirohelms/ce.rsi
Resources/Textures/Clothing/Head/Envirohelms/chaplain.rsi
Resources/Textures/Clothing/Head/Envirohelms/chemist.rsi
Resources/Textures/Clothing/Head/Envirohelms/clown.rsi
Resources/Textures/Clothing/Head/Envirohelms/cmo.rsi
Resources/Textures/Clothing/Head/Envirohelms/commander.rsi
Resources/Textures/Clothing/Head/Envirohelms/coroner.rsi
Resources/Textures/Clothing/Head/Envirohelms/engineering.rsi
Resources/Textures/Clothing/Head/Envirohelms/geneticist.rsi
Resources/Textures/Clothing/Head/Envirohelms/hop.rsi
Resources/Textures/Clothing/Head/Envirohelms/hos.rsi
Resources/Textures/Clothing/Head/Envirohelms/hydroponics.rsi
Resources/Textures/Clothing/Head/Envirohelms/intern.rsi
Resources/Textures/Clothing/Head/Envirohelms/janitor.rsi
Resources/Textures/Clothing/Head/Envirohelms/librarian.rsi
Resources/Textures/Clothing/Head/Envirohelms/medical.rsi
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Nov 24, 2024
…e-Station#1563) # Description Increases the delay when eating brains from 1 second to 5 seconds, and when someone starts or finishes eating a brain it shows a red popup to everyone in range. Eating a character's brain round-removes them. However, it's easy to do with a 1-second timer and very easy to accidentally RR someone through eating their brain by fat-fingering the "Activate item in hand" keybind. (Disclaimer: I did exactly this LOL). This PR will make accidental brain eating very unlikely. A red popup on eating is also important so everyone in range will be aware if someone might get RR'd through brain eating and be able to try to intervene. This also fixes a _very hilarious_ bug where the target of a force-feed wouldn't get the popup showing the flavors of the food after the force feed was complete. ## Media **Popup on self when eating a brain** https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369 **Popup on others eating a brain** https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1 **Popup on others force-feeding a brain** https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0 **Popup of flavors on being force-fed** https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62 ## Changelog :cl: Skubman - tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding someone a brain takes 6 seconds. - add: Attempting or succeeding to eat a brain now shows a red popup message to everyone else in range, e.g. "Urist McHands is trying to eat the brain!" / "Urist McHands ate the brain!". - fix: Fixed a bug where players after being force-fed were not shown a popup showing the food's flavors.
# Description This PR brings back a feature that was present in the Psionic Refactor Version 1, which ultimately never made it into the game. I have substantially reworked the underlying math behind Glimmer, such that it operates on a Logistic Curve described by this equation: ![GlimmerEquation](https://github.com/user-attachments/assets/b079c0f6-5944-408f-adf6-170b8472d6c2) Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount is the "seemingly arbitrary" number 502.941. This number is measured first by taking the derivative of the Glimmer Equation, and then solving for the derivative equal to 1. Above this constant, glimmer grows exponentially more difficult to increase. Below this constant, glimmer grows exponentially easier to increase. It will thus constantly attempt to trend towards the "Glimmer Equilibrium". Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to "Fluctuate", either up or down the graph. This gives a glimmer that swings constantly to both high and low values, with more violent swings being caused by having more probers/anomalies etc. A great deal of math functions have been implemented that allow for various uses for glimmer measurements, and psionic powers can even have their effects modified by said measurements. The most significant part of this rework is what's facing Epistemics. It's essentially no longer possible for Probers to cause a round-ending chain of events known as "Glimmerloose". You can ALWAYS recover from high glimmer, no matter how high it gets. As a counterpart to this, Probers have had the math behind their research point generation reworked. Research output follows an inverse log base 4 curve. Which can be found here: https://www.desmos.com/calculator/q183tseun8 I wouldn't drop this massive update on people without a way for them to understand what's going on. So this PR also features the return(and expansion of), the much-demanded Psionics Guidebook. <details><summary><h1>Media</h1></summary> <p> Psionics Guidebook ![image](https://github.com/user-attachments/assets/6449f518-bdce-4ba5-a9f5-9f87b5c424c9) ![image](https://github.com/user-attachments/assets/5cf5d5a1-8567-40ae-a020-af074cf9abe3) </p> </details> # Changelog :cl: VMSolidus, Gollee - add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." - add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. - remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. - tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. --------- Signed-off-by: VMSolidus <[email protected]>
# Description Ports the Modular Computer system from Arcadis. I'll document it more later, for now just look to the provided .yml for reference. --- # TODO - [ ] Disk Burner (for creating program disks) - [ ] Some way to make a modular computer --- <details><summary><h1>(Not) Media</h1></summary> <p> No. </p> </details> --- # Changelog :cl: Eris - add: The Modular Computer system has been ported. Expect cool stuff to come soon. --------- Signed-off-by: sleepyyapril <[email protected]> Signed-off-by: Eris <[email protected]> Co-authored-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]>
…#1560) # Description Reworks the Martial Artist trait, making it a more impactful and visually distinct trait. - Left-clicks are now single-target power attacks, requiring less aim than before. - **50%** damage bonus reduced to **20%** damage bonus (same overall DPS with next change). - Gain **25%** attack rate bonus. - The attack rate bonus helps make the trait feel and look distinct from non-Martial Artist melee attacks. - **50%** range bonus reduced to **10%** range bonus. - The damage bonus is now also applied to Asphyxiation and Poison damage, which Lamia unarmed attacks deal. - Trait cost increased from **-3** points to **-5** points. - Striking Calluses (which requires Martial Artist) cost reduced from **-4** points to **-3** points to prevent the Martial Artist/Striking Calluses combo from being too expensive. The combo used to cost **-7** points, now it is **-8** points. The reworked Martial Artist trait is also given to the Boxers, Martial Artists and Gladiators. Also reverted some wizmerge messery that messed up the melee attack rate **again**, and messed up pistol whipping by making the cooldowns of gunshots and melee attacks intertwined. Also while we're at it, Natural Weapons Removal has been disabled for all species whose damage is pure Blunt, including Diona, Dwarf, Arachne and IPC. (IPC have 6 blunt so the trait would literally be a 0-point negative trait for them) ## Technical Details A new trait function has been added for Martial Artist: `TraitModifyUnarmed`, which modifies the player entity's `MeleeWeaponComponent`. The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits have also been refactored under the hood to use `TraitModifyUnarmed`, instead of replacing `MeleeWeaponComponent` which would wipe out all the changes made by the Martial Artist trait. ## Media ### New Description ![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a) ### Martial Artist In Action https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865 ### Striking Calluses New Description ![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053) ### Natural Weapons Removal New Description ![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c) # Changelog :cl: Skubman - add: Martial Artist Rework: Martial Artist now costs 5 points, but it turns all unarmed melee attacks into single-target power attacks, with 20% bonus damage, 25% bonus attack rate and 10% bonus attack range. - tweak: The reworked Martial Artist trait is now given for free to Boxers, Martial Artists, and Gladiators. - tweak: Martial Artists (the job) and Gladiators can now select the Striking Calluses trait. - tweak: The Martial Artist trait now applies bonus damage to the Lamiae's unarmed Asphyxiation and Poison damage. - tweak: The cost of Striking Calluses has been reduced from 4 points to 3 points. - fix: Fixed a bug where slow weapons were fast and fast weapons were slow. - fix: You can pistol whip (right-click melee) immediately after firing a gun again, and the cooldown on firing the gun after pistol whipping is always 0.528 seconds again. - fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt damage from selecting the redundant Natural Weapons Removal trait.
Signed-off-by: Skubman <[email protected]>
<!-- 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 frequencies to handheld radios. Ports [this PR](new-frontiers-14/frontier-station-14#1833) with changes. ![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35) --- # 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 handheld radio frequencies, accessible by pressing your "Use Item" key while holding one. --------- Co-authored-by: Whatstone <[email protected]>
<!-- 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]? --> This PR adds credits for lobby screens, the same as lobby songs have. This works by adding `name` and `artist` to the LobbyBackground prototype and storing the prototype rather than just the path to the texture. --- <!-- 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/user-attachments/assets/6a348060-0ef2-4775-9adb-39a576a1c21e) </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 credits for lobby screens. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# 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: sleepyyapril, Stop-Signs, Memeji - add: Changed the Warden suit's capabilities. (Original author: Stop-Signs) - add: Repeater, Argenti, and 45 magnum rubber box to Bartender's loadout. - add: Red cloak to loadout (Port from Floof PR Simple-Station#390) - add: Witch Robes to loadout (Port from Floof PR Simple-Station#390) - add: Sawed-off PKA (Port from Floof PR Simple-Station#390) - add: The ChemMaster now has 20, 75, and 80 unit options available. - tweak: Made the ChemMaster wider. - fix: Ported Frontier fix to mag visuals on specific guns. - fix: Fixed heirlooms flickering negative mood when the moodlet ended. --------- Signed-off-by: Stop-Signs <[email protected]> Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Stop-Signs <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: ErhardSteinhauer <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Adds Facial Hair to IPCs. They already have hair and human-like heads like the Zenghu, Ward-Takahashi and Bishop Cybernetics heads, so I think it makes sense to give them facial hair too. ## Media ![ipcfh2](https://github.com/user-attachments/assets/e2e46150-f7b6-4fe6-ab91-2bf88de81cdd) ![ipcfh1](https://github.com/user-attachments/assets/05c9663f-764e-4bec-af3f-f6fb4292314a) ## Changelog :cl: Skubman - add: IPCs can now wear Facial Hair.
# Description Just because I can. I've added requirements to every firearm available in Loadouts, and added a minimum character age requirement to them in order to make them consistent with Space Law(Biesel Republic Law). # Changelog :cl: - add: In order to comply with Biesel Republic laws governing firearm ownership, all firearms now require that a person be 21 years of age or older to purchase.
Co-authored-by: VMSolidus <[email protected]>
<!-- 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 cosmetic pronouns, visible through examining people (if they have any) as a PushMarkup. Adds Station AI/borg name customization. CCVars: customize.allow_cosmetic_pronouns (default false) customize.allow_custom_station_ai_name (default false) customize.allow_custom_cyborg_name (default false, for borgs, mediborgs, etc) --- # 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 cosmetic pronouns. (disabled by default) - add: Added Station AI name customization through character customization. (disabled by default) - add: Added Cyborg name customization through character customization. (disabled by default)
Simple-Station#1599) # Description Adds some more expensive weapons to security which eat up more value. idea from [goob MRP](https://discord.com/channels/1323488536501944350/1330495398137298975) --- # 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 2 new security loadout items - tweak: Tweaked BSO's ammo - fix: Fixed energy cutlass sprite - remove: Removed broken Ion component --------- Co-authored-by: sleepyyapril <[email protected]>
# Description Howdy, y'all, I apologize for the delay, but I've finally completed the Box Station for EE. I've added a few things, including the supermatter crystal (SM) with the thermal-electric generator (TEG) near the Atmos Department TEG-KIT. I've also added all the job spawn points that were available for now: NanotrasenRepresentative, BlueshieldOfficer, Magistrate, AdministrativeAssistant, SeniorEngineer, SeniorPhysician, SeniorResearcher, SeniorOfficer, MailCarrier, ForensicMantis, Roboticist, MailCarrier, Reporter, StationAI, and MedicalBorg. Finally, I added holopads in all departments with AI upload (all law circuit boards). <details><summary><h1>Media</h1></summary> <p> ![Screenshot 2025-01-20 075641](https://github.com/user-attachments/assets/b41d0518-5bd8-48fd-ab7f-fcd3b4b8a585) ![Screenshot 2025-01-20 075630](https://github.com/user-attachments/assets/725d5af0-c238-4da3-8e8d-3944b1ecbbc3) ![Screenshot 2025-01-20 075617](https://github.com/user-attachments/assets/80e7c6f4-52b6-4754-80af-a4a1f9cafdf7) ![Screenshot 2025-01-20 075606](https://github.com/user-attachments/assets/e92b4c84-88e8-4aca-8f19-f1970406eeac) ![Screenshot 2025-01-20 075558](https://github.com/user-attachments/assets/fdbb4277-2982-4c77-81b2-73a7ee335340) ![Screenshot 2025-01-20 075552](https://github.com/user-attachments/assets/b298326e-132c-42c0-abce-3259a6d589b6) ![Screenshot 2025-01-20 075546](https://github.com/user-attachments/assets/66cda318-167f-4728-8e8c-e273f108bcbd) ![Screenshot 2025-01-20 075541](https://github.com/user-attachments/assets/22a586c8-7205-4caf-b87f-a55361c87015) ![Screenshot 2025-01-20 075535](https://github.com/user-attachments/assets/3413741d-574a-45ab-aba0-5c5bb8b315ee) ![Screenshot 2025-01-20 075521](https://github.com/user-attachments/assets/13dd5158-1956-4a16-b780-79a8b06e8efe) ![Screenshot 2025-01-20 075511](https://github.com/user-attachments/assets/efd8bd4a-8ddc-4c75-83fb-d20927f13487) ![Screenshot 2025-01-20 075505](https://github.com/user-attachments/assets/ccfb7557-dc62-4437-8472-3277973c9951) ![Screenshot 2025-01-20 075455](https://github.com/user-attachments/assets/6dd6b99b-c060-4fb8-b8d8-e7b007997f0e) ![Screenshot 2025-01-20 075449](https://github.com/user-attachments/assets/156f21d7-2856-48d0-b151-5b11d7d2f772) ![Screenshot 2025-01-20 075445](https://github.com/user-attachments/assets/2b30ddb3-1a9a-44b4-b57c-c3a6bc0deb33) ![Screenshot 2025-01-20 075433](https://github.com/user-attachments/assets/e0b22201-9cc7-48a0-abb2-da8a2b35673b) ![Screenshot 2025-01-20 075423](https://github.com/user-attachments/assets/4f2eb824-a9b1-4823-8215-361ee5d51240) ![Screenshot 2025-01-20 075400](https://github.com/user-attachments/assets/6dedfd3b-bb9d-418d-8138-dc42bb9edf80) ![Screenshot 2025-01-20 075339](https://github.com/user-attachments/assets/5b786512-7005-4a7e-b356-407734cee759) ![Screenshot 2025-01-20 075320](https://github.com/user-attachments/assets/0e6ecf0b-1a79-429e-96a0-ff9ba9185644) ![Screenshot 2025-01-20 075308](https://github.com/user-attachments/assets/e9954ada-ac51-4696-ae05-72a6bb6aac86) ![Screenshot 2025-01-20 044511](https://github.com/user-attachments/assets/b10ee8fd-9989-433a-be58-96e361e3f284) ![Screenshot 2025-01-20 044343](https://github.com/user-attachments/assets/9fcf6d20-c9ee-44d9-83e5-a2708fee750c) </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: Mike32oz - add: Box Station, supermatter crystal, holopads, and Thermal-electric generator. - tweak: Box Station, Engineer, Medical, Epistemics, Cargo, Security, and Service Departments. - remove: Box Station, Particle Accelerator Room in Engineer Departments. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: stellar-novas <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
# Description The documentation for it can be found here: https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm This adds an entire massive library of academic/scientific/engineering math functions. I basically need this going forwards to start comprehensively fixing this game's terrible math. # Changelog Not player facing, but it deserves to be here: :cl: - add: (For Developers): Added the MathNet.Numerics library. It contains a great number of scientific and engineering math related functions. For more information, its documentation can be found here, https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm
# Description Mirror of a bugfix from Goob-Station/Goob-Station#1469
…mple-Station#1643) Whoops. To be fair it's my first time adding something like this to a project. :)
Default is 4 self-extinguisher charges, medium cell Sec is 6 charges, high cell Command/Dignitary is 8 charges, high cell Prisoner is 3 charges, potato cell This works no matter which envirosuit the plasmaman picks in loadouts.
Color-corrected and added prisoner stripes
Also makes ALL sub-gear's starting gears work like for real this time because StationSpawningSystem.EquipStartingGear now equips the sub-gears holy heck this is a lot of work
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