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* Giant quirk is once again neutral (sylphynford#26) * Fixes duplicate crafting recipes * Fixes duplicate crafting recipes (sylphynford#28) * Fixes Volfhead icons * Fixes it for real this time * fuckening * fuckywucky * Update vampire.dm * damn * Fixes Volfhead icons (sylphynford#29) * Fixes duplicate crafting recipes * Fixes Volfhead icons * Fixes it for real this time * Update to Upstream (sylphynford#27) * Fixes (GeneralPantsuIsBadAtCoding#678) * ports (GeneralPantsuIsBadAtCoding#681) * Royal Ranger (GeneralPantsuIsBadAtCoding#677) * Update bogguard.dm * Update bogguard.dm * More Ports (GeneralPantsuIsBadAtCoding#682) * More Ports * Wopesy revert * revert again * portfixes (GeneralPantsuIsBadAtCoding#683) * Bandit Port, Cultis Antag, Excom/Heresy, and dependencies (GeneralPantsuIsBadAtCoding#684) * Banditry options PR; ported from Azure (GeneralPantsuIsBadAtCoding#1183) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> Requested PR to give bandits options for loadouts and adds bandit as a round start job. This is a port requested by code bounty. This PR Aims to provide 5 options, and eventually a sixth for bandit 'loadouts'. Brigand: A strength based role for using a battleaxe/cudgel, or flail and shield. heavy Penalties in INT Foresworn: a more generalist bandit, leaned towards sword and shield, or spears. Less stats then brigand, but lacking INT penalty. Hedgeknight: The same hedgeknight as prior. Only 1 can be picked, and it has a 25% chance to roll. Notably: Slower then prior, however has high riding skill. Find yourself a steed, disgraced nobleman. Knave: Double dagger loadout- the same giant speed buff as the knife bandit option from prior. Alternatively, you have the bow-sword loadout. Less speedy then daggers, but extra strength for faster bow draws. Can not wear medium armor. Sawbones: Cleaver bandit. Good with knives, starts with a backpack of surgical tools and high medical skill. Broken limbs? Never fear, the sawbones will patch you up. Currently disabled pending spell rework and may be thrown out entirely, but present in this PR: Rogue mages. Worse adventurer mages, basically. Bandit is also now a selectable job that you can pick roundstart, rather then having to roll for it as an antag. Migrant waves for bandits still exist. Azure PR: https://github.com/GeneralPantsuIsBadAtCoding/Azure-Peak/pull/352/files <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Bandits now aren't given a randomized playstyle at round start, and can pick their weapon of choice. Being able to have bandits join midround without a migrant wave could be fairly useful if the rounds gotten slower, to be honest. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> --------- Co-authored-by: Moribun <[email protected]> * portfixes (GeneralPantsuIsBadAtCoding#683) * Replace Bandit gear and open to all races minus seelie * Cultist Antag (GeneralPantsuIsBadAtCoding#1174) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> Ports guts from Darkrp-community/OpenKeep#239. Ports zizo cult antag from Darkrp-community/OpenKeep#333. I reccommend checking Stonekeep's [Antag Guide](https://wiki.stonekeep.xyz/index.php/Zizo_Cultist). Now ported as well: https://wiki.ratwood.rip/index.php/Guide_to_Cultist TODO: - [x] Port following fixes and rebalances Darkrp-community/OpenKeep#779. Darkrp-community/OpenKeep#551. Darkrp-community/OpenKeep#703. Darkrp-community/OpenKeep#859. - [x] Adjust flavor to match our lore and vibe - [x] Testing ![image](https://github.com/user-attachments/assets/cbe27401-d1c8-4061-be76-a8c648f55343) ![image](https://github.com/user-attachments/assets/94afbe2c-40fa-43dd-aac1-5a3c40ad91d2) --------- Co-authored-by: f19_enjoyer <[email protected]> Co-authored-by: PrisonStation <[email protected]> Co-authored-by: Stutternov <[email protected]> * Excommunication v Heresy (GeneralPantsuIsBadAtCoding#693) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> Improves Priest(ess) abilities and control over their own Church. Buffs the psycurse. Reflavours 'Curse' into 'Excommunication' and 'Brand Heretic': - Excommunication removes all devotion and prevents you from earning more whilst excommunicated. - Brand Heretic is the same as the old curse. Marks them as a Heretic. Sometimes you want to remove someone from the Church, but they're not a heretic. Just disobedient. This enables that. This also makes the psycurse mood debuff permanent until forgiven by the Church so it's more impactful. **I'm not a coder and this was entirely based on copy/paste from other areas. It's very likely shit, but it works.** <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Priest(ess) is a role that feels incredibly weak and unimpactful. People can ignore the curse entirely because the mood debuff only lasts for 5 minutes. They have no real ability to punish disobedient Acolytes/Templars/Clerics/Paladins who disobey them (which is incredibly common and incredibly frustrating). ![image](https://github.com/user-attachments/assets/4f364c08-5eeb-4a09-aaf0-11b5c0f9861c) <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> --------- Co-authored-by: zoktiik <[email protected]> * Gamemode changes (GeneralPantsuIsBadAtCoding#275) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> It seems the consensus is that we need more spice, so here's some changes The major gamemode now has a chance to be: 35% rebellion (previously 33%) 45% vamps & werewolves (previously 33%) 20% extended (previously 33%) The minor gamemodes now have this chance to add itself (can add multiple, and could before too): 45% bandits (previously ~35%) 45% aspirant (previously ~35%) 10% maniac (previously ~8,7%) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> * Port FIxes --------- Co-authored-by: RadiantFlash7 <[email protected]> Co-authored-by: Moribun <[email protected]> Co-authored-by: Gyrandola <[email protected]> Co-authored-by: f19_enjoyer <[email protected]> Co-authored-by: PrisonStation <[email protected]> Co-authored-by: Stutternov <[email protected]> Co-authored-by: sietchi <[email protected]> Co-authored-by: zoktiik <[email protected]> Co-authored-by: Azarak <[email protected]> * Inn Cat (GeneralPantsuIsBadAtCoding#685) * [Draft] Mark Targets (GeneralPantsuIsBadAtCoding#686) * Mark Targets * Moved enemies and hunters from mind to mob * Fix to work * mhm (GeneralPantsuIsBadAtCoding#687) * Update townstreets.ogg (GeneralPantsuIsBadAtCoding#688) * Wings 2.0 (GeneralPantsuIsBadAtCoding#689) * Wings * Update wings.dm * Wings * innkeeper buff, undo renames (GeneralPantsuIsBadAtCoding#691) * changes * Update roguetownareas.dm * Removes forced Faithless for Warlock (GeneralPantsuIsBadAtCoding#665) * Removes torso adventurer class (GeneralPantsuIsBadAtCoding#463) * removes torso * oops lol * Before I forget (GeneralPantsuIsBadAtCoding#692) * changes * Update roguetownareas.dm * Update titan.dm * Small Map Additions (GeneralPantsuIsBadAtCoding#693) * small adds * Update rockhill.dmm * Compress + Barkeep fix (GeneralPantsuIsBadAtCoding#694) * Minor Tweaks (GeneralPantsuIsBadAtCoding#695) * Vampire Lord Changes and Lich Antag (GeneralPantsuIsBadAtCoding#696) * Vampire Changes (GeneralPantsuIsBadAtCoding#875) This PR is ALSO another band-aid fix while I work on a larger re-doing of vampires. It yoinks GeneralPantsuIsBadAtCoding#216, GeneralPantsuIsBadAtCoding#217, and GeneralPantsuIsBadAtCoding#226 from Azure Peak. Transfix now makes you talk hypnotically and makes them drowzy, you keep talking to them to make them sleep. No more infinite stamina. Nerfs to turning into mist and a bat. And also reduces the effects of silver and miracles. --------- Co-authored-by: coficoficofi <[email protected]> Co-authored-by: EvenInDeathIStillServe <[email protected]> * Lich Antag (Rotwood-Vale#1327) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> Ports and reworks the original Lich antag from Azure. Check out the [wiki guide](https://wiki.ratwood.rip/index.php?title=Guide_to_Lich). --------- Co-authored-by: GeneralPantsuIsBadAtCoding <[email protected]> Co-authored-by: coficoficofi <[email protected]> Co-authored-by: EvenInDeathIStillServe <[email protected]> Co-authored-by: Useroth <[email protected]> --------- Co-authored-by: GuppyLaxx <[email protected]> Co-authored-by: coficoficofi <[email protected]> Co-authored-by: EvenInDeathIStillServe <[email protected]> Co-authored-by: Gyrandola <[email protected]> Co-authored-by: GeneralPantsuIsBadAtCoding <[email protected]> Co-authored-by: Useroth <[email protected]> * Norse Religion, Trait, and race name (GeneralPantsuIsBadAtCoding#697) * Pain (GeneralPantsuIsBadAtCoding#698) * fix machines (GeneralPantsuIsBadAtCoding#699) * Rearrange (GeneralPantsuIsBadAtCoding#701) * fix ferry (GeneralPantsuIsBadAtCoding#702) * Update roguetown.dme * fixes * fix2 --------- Co-authored-by: Merek <[email protected]> Co-authored-by: RadiantFlash7 <[email protected]> Co-authored-by: Moribun <[email protected]> Co-authored-by: Gyrandola <[email protected]> Co-authored-by: f19_enjoyer <[email protected]> Co-authored-by: PrisonStation <[email protected]> Co-authored-by: Stutternov <[email protected]> Co-authored-by: sietchi <[email protected]> Co-authored-by: zoktiik <[email protected]> Co-authored-by: Azarak <[email protected]> Co-authored-by: josephpatrickgreen <[email protected]> Co-authored-by: MurderChicken <[email protected]> Co-authored-by: RikaruZW1 <[email protected]> Co-authored-by: AllCorruptingWyrm <[email protected]> Co-authored-by: GuppyLaxx <[email protected]> Co-authored-by: coficoficofi <[email protected]> Co-authored-by: EvenInDeathIStillServe <[email protected]> Co-authored-by: GeneralPantsuIsBadAtCoding <[email protected]> Co-authored-by: Useroth <[email protected]> * less retarded pq reqs and less magic * tracking buffs, cleric spell minor buffs + new smithy. (Tailor is gone for now.) pretty smol class changes, some added spells to cleric and otherwise tracking skill buffs for testing. The map is the most exciting; seeing tailors made homeless in favor of a really beautiful smithy by zizzle! (Thank you!) Seamsters will for now, probably have to find a temporary home between the market and player builds until further mapping! * ENHANCE I forgot to add some complimentary items for a tiny seamstress solution literally so many people will not find (FOIC) * Revert "Update to Upstream (sylphynford#27)" This reverts commit f487080. * skibidi sigma rizz ohio * doin' it right upstream pull and bit more * steelheart stuff, accents stolen from azure * fixes and other shit * untested gobbo skellybone tiddy fix * Tailor + druid spell removal The old farming treehouse is gone! Replaced with a large and charming tailoring shoppe by Zizzle (Thank you!) - that I am sure will be used and add more to the 'town' feeling. - druids had their decompose removed, because it doesnt work. * Map updato HOTFIXXO * Merge branch 'pr/29' map hotfix - regarding some keys and a vendor for the tavern. This should make sure the map is the new version with the tailor across the board, too! * Update warlock.dm * Fey Shenanigans hee-ho * devotion shit * Update bard.dm (sylphynford#34) * southman * Update pins.dm * 2 oversight fix's (sylphynford#35) *allowed inhumen pantheons for cleric *massive oversight fix. with organ decay added there was ZERO ways to fix this. added it to the needed chem and miracle * doesnt work * Update pestra.dm * The Mogging So basically, a lot of races had wierd stuff. I'm also not a fan of gender-difference stats. I'm making races more reliably a statblock and I think most people would consider it an overall buff to every race. You tell me in coming weeks!~ * H-O-T-T-O-G-O YOU CAN TAKE ME HOT TO GOOOO * sussymode * I really dont like deadites code. (sylphynford#37) removed skeletonize from player corpses sitting too long. and HOPEFULLY unfucks cure rot surgery. * Update warlock.dm (sylphynford#36) * fuck * Update unspecial.dm * travel fun * Update dildo.dm * replace matchlock, fix war horn dupe, fix glassblowing stuff,i nympho curse * mob spawners (sylphynford#42) Added three types of highly modular customizable mob spawners: - PHYSICAL DESTRUCTIBLE SPAWNER (obj/structure/mobspawner) that scatters its mob spawns in a set radius. Has long rewind time and is meant to be used in burst. These spawners can be destroyed to permanently stop them from spawning, perfect for events or certain dungeons. - INVISIBLE INDESTRUCTIBLE SPAWNER (/obj/effect/mobspawner), these spawners are invisible, has no density and therefore indestructible. They spawn mobs the same way as the PHYSICAL DESTRUCTIBLE SPAWNERS by scattering the mob spawns in a set radius. These spawners are suited for dungeons or areas that are meant to be perpetually dangerous, these spawners will ensure that any players walking into its radius will encounter mob spawns. - HOLE SPAWNER (/obj/effect/mobspawner/hole), this sort of spawners work similarly to the mob spawners in Coyote Bayou, as in, the mob spawns are not scattered like the spawners above, but rather they are spawned on the spawner obj itself. These spawners also have an icon to represent them, i.e a hole on the ground for spiders to emerge from. This spawner type is also indestructible so far, but they are a lot less chaotic and a lot more predictable than the spawners above. This sort of spawner is perfect for dungeons or dangerous part of the wilderness. - All the mobs that spawn from these spawners will delete on deaggro, this can be set from the spawner's variables. Some other changes I did includes moving the del_on_deaggro define to living_defines. Currently, I've added a few pre-made spawners for the sake of convenience, I've broken them down into several categories. (orcs for goblins and orcs, undead for skelly and ghosts, and monsters for dangerous wild animals), feel free to explore them. I've also increased the size of the Gravelord mob to make it more intimidating. * alchemy and doctor spells port (sylphynford#40) * ported sprites for doctor spells * ported doctor spells * ported my other alchemy system I made for ratwood while makeing sure for the time being it wont conflict with the pre-existing one till it can be slowly transitioned over. * Dragonscale Armor adjustments/fixes (sylphynford#41) * Update armor.dm * Update feet.dm * Update armor.dm * Update gloves.dm * Update hats.dm * Update pants.dm * Update wrists.dm * Update hats.dm * Update Dragonscale * Dragon Slayer --------- Co-authored-by: Enite <A> * Update warlock.dm (sylphynford#38) * quirk harmonize (sylphynford#39) * quirk adjust *bumped max number of quirks to 4 to compensate for removing more powerful ones. *too many adjustments to mention. short answer combat training perks have no stat boost, gives journeyman and a stashed weapon/item for said quirk. * man wanted fencer because he is a duelist nerd * less cum * test checking to see if pods function * Update bladesinger.dm (sylphynford#43) * Loadout, Skill and Spell Changes TLDR; nerfed/buffed certain roles. Gave tracking to a bunch of nature/law based classes (and witchers.) Gave a better loadout for the vaquero and pirates so their gear was a bit more intuitively placed. Warlocks: gave the 'love' pact a unique spell (eoras curse) and gave the knowledge pact Guidance so they can increase their and others INT for a bit (like clerics) Harlequins are a planned role for the setting. Deadly forest clowns who can use funny tricks to mog people. Will probably give them fetch and prestidigation later to show their penchant for entertainment and illusions. Gave druids stats that weren't garbage. (been playing this entire time and never realised the powercreep of adventurer stats vs some of these roles) Gave priests some love because they had the weakest stats of most caster-types and really dont have much but their faiths spells to carry them. They can now use those stats to do cooler magick/divine damage and such. - Gave Arcanist Mages Arcayne storm - gave Spellblades a weak push spell to test out and see how it goes * finished added spawnable homes to drug vendors * you will knoe them when you see them, clear some area for them. it gives feedback. activate in hand like grenade, throw and ahve a home. comes in tent, modest home and wizard adobe. there is no adobe. its jsut a stone luxury home. * more chances to get pregnant (sylphynford#45) * stealthcd icon * Update warlock.dm * Update filling_organ.dm * stabs foxyn * gun stuff (sylphynford#48) - Allows you to spin arquebus pistol in your hand if activated in your hand - Added exp gain for firearms skill each time you fire a gun - Added muzzle flashes when firing guns * The Pistol Update Pirates should actually get the gun now! I moved their slots around to incorporate a pistol and cutlass. :) Hopefully this time the backpack is working properly and I didnt do anything naughty uwu * Update divine_pantheon.dm * Update inhumen_pantheon.dm * couple bug fix's hatchet had no sprite couldnt grind powder to poison fixed furnace in thing * kept forgetting needed to change these too to reflect the prior updated devotion thing. it should be fully fixed now * Magician Spell Update (Fix/Tweaks) They have a loaded spell-list because they run/maintain the academy basically. Noticed they got wiped or smth. - they no longer have repulse because I think it's too strong for now and needs a scroll just like jaunt/misty step. - knock is now the thief one for balancing (cast at door or smth) - gave them AOE and CC to go with their high damage fireball. (robust dps and they can get defence with spellpoints if smart) - 5 spellpoints because they already have a lot of bloat and thus they must choose wisely. - Gave Archivist the right keys and hopefully a bit more competency for their role on dreamkeep in the academy. Made three roles so that spawn has a better chance of protecting from the ashen tides. * Update pact_weapon.dm (sylphynford#55) * Map seperation and bit more. (sylphynford#49) * Update unspecial.dm * i hate my life man * is this real chat * Update curses.dm * finisheru * clear up confuss * Update gloves.dm (sylphynford#56) * Update robes.dm * Update pact_weapon.dm * fix * Update Dreamhold.dmm * some gamemode things * some changes * Update dungeon_chest.dm * fix spawners (sylphynford#58) - added loopbreak and some fixes to the codes - Monster holes can now be sealed with dirt and pickaxes * butt fixes etc * Fix spawners (sylphynford#59) * fix spawners - added loopbreak and some fixes to the codes - Monster holes can now be sealed with dirt and pickaxes * - insurance and more fixes - Fix the loops for proximity scanning - Make sure that the mob spawner holes are truly destroyed when picked or shoveled * asd --------- Co-authored-by: Vide Noir <[email protected]> * Update forest.dmm * *sigh anger... * timussy * Fey Shenanigans PT 2: - added music to the harp. Two lovely tracks that hopefully work if I did it all right. :3 - landmarks were updated for the steward role (Guild Appraiser) - (Witch) Sorceress gets things in their backpack to help w/ unique loadout features. - Sentinel gottiny buff to speed for those falling behind in it. - Druid got climbing so they can ungah bungah - Hedgeknight (Bogguard) got longbows instead of recurves. (They are in the barracks anyways) - So did Hedgemaster (Bogmaster) - Bladesinger gets better stats because racially locked and having no spellpoints. - Steppesmen got the chance to role just as good as rangers w/ bows + start with a recurve instead of basic bow now!) - Judge is getting turned into a literal ruleslawyer role but not yet activated as a spawn whilst it's tweaked (Mage with capacity to freeze/repulse and make laws that announce on everybody but unsure if needs throne or not) - Stewards are referred to as Guild Appraisers now and spawn w/ merchant keys to get cargo they order from the neuromancer (The long journey back and forth) as well as run both in times of lowpop thanks to no public vendor changes. :^) - Updated the map w/ some light changes such as: changing the drug vendor to be merchant-only or spymaster-only. (the third is found in the underdark town) - added a single kiosk north to tradepost for some channeling of multiple orders. - added fun to the guild treasury :^) also changed the camoflauged traps to normal ones so the Appraiser has less chance of immediately perishing w/ braincell use. - changed name of ATM's to 'GOLD-PACT' to infer something infernal. - Also changed timestop.dm to check for ANTIMAGIC hoping antimagic rings would work w/ it * Dragonring fix Sickness only nerfs the same thing dragonring takes as a glass ceiling. Should prevent issue w/ other imbuement changes in future (theoretically) * Update pact_weapon.dm (sylphynford#62) * Update cantrips5e.dm (sylphynford#61) * Update warlock.dm (sylphynford#63) * Update cantrips5e.dm (sylphynford#64) * Miracle healing buffs (sylphynford#65) * Update general.dm * Update general.dm * pilgrussy * round shorten * public merchant adn more * Update Dreamhold.dmm * ai lewd boost and heal sex * Update magic.dm * iron skirt * Update armor.dm * Update noc.dm * Update xylix.dm * Update general.dm * doctor namechange * map fixes grr vide bad * mob reduction (dungeon_mob spawner) basically targets the old spawners in areas not really needed, and thinning some of the mineshaft spiders/loot removed a singular mob from the underkeep. Cool idea to add them * fix 1 * Excidium removal The map is not intended to have an Excidium in the city. This interferes with the lawless/lawful themes of the server and mechanically gives them a reason to kill players with the Outlaw/Criminal perk. What is instead intended is people use this to indicate character themes and the repercussion is handled ICly. * Update warlock.dm * Fixes spelldancer * More fixes * This shouldn't be here * Changed the excidium to be only in the ranger-sentinels base. People will only ever use the excidium on those beyond redemption/RP at this point. It is extremely discouraged to have a mechanical aspect to bounty-hunting and may be entirely removed in favor making this gameplay IC/RP based. Don't be suprised if it's gone forever if the issue persists server-side. I hate excidium. --------- Co-authored-by: DerFlammenwerfer <[email protected]> Co-authored-by: Enite <[email protected]> Co-authored-by: EaglePhntm <[email protected]> Co-authored-by: Merek <[email protected]> Co-authored-by: RadiantFlash7 <[email protected]> Co-authored-by: Moribun <[email protected]> Co-authored-by: Gyrandola <[email protected]> Co-authored-by: f19_enjoyer <[email protected]> Co-authored-by: PrisonStation <[email protected]> Co-authored-by: Stutternov <[email protected]> Co-authored-by: sietchi <[email protected]> Co-authored-by: zoktiik <[email protected]> Co-authored-by: Azarak <[email protected]> Co-authored-by: josephpatrickgreen <[email protected]> Co-authored-by: MurderChicken <[email protected]> Co-authored-by: RikaruZW1 <[email protected]> Co-authored-by: AllCorruptingWyrm <[email protected]> Co-authored-by: GuppyLaxx <[email protected]> Co-authored-by: coficoficofi <[email protected]> Co-authored-by: EvenInDeathIStillServe <[email protected]> Co-authored-by: GeneralPantsuIsBadAtCoding <[email protected]> Co-authored-by: Useroth <[email protected]> Co-authored-by: Murderfox <[email protected]> Co-authored-by: TooFewSecrets <[email protected]> Co-authored-by: Stoned Elf <[email protected]> Co-authored-by: DrNukesky <[email protected]>
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