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OOB Changes + Corpo Dome + Cave Areas Changes + SE Cave Changes#97

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DangerRevolution wants to merge 23 commits intocuberound:multiz-nvfrom
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OOB Changes + Corpo Dome + Cave Areas Changes + SE Cave Changes#97
DangerRevolution wants to merge 23 commits intocuberound:multiz-nvfrom
DangerRevolution:danger-multiz-nv

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Nihisohel and others added 23 commits February 24, 2026 16:13
# About the pull request

Adds upgradeable skill pamphlets which unlike the prior implementation,
will not be uselessly wasted on you if you already had the skill prior
to using it.

A not so big refactor of pamphlets.

# Explain why it's good for the game

Ever buy the JTAC pamphlet only to find out that you already had JTAC 1
(literally every marine role but RFN had JTAC > 1) so it pretty much
resulted in a waste of points?

Only just found out through this PR that you have been wasting points on
a useless point buy?

Well, this PR fixes it by introducing upgradeable pamphlets as a way to
remedy that issue, no longer will your character eat up the pamphlet and
waste the precious knowledge that could be imparted to another. Perhaps
they could reinforce their knowledge much more as a result...

Thanks JTAC Pamphlet.


# Testing Photographs and Procedure
<img width="713" height="605" alt="image"
src="https://github.com/user-attachments/assets/7c0c5ba3-a65a-492d-90d1-fa26b72629c3"
/>


# Changelog

:cl:
add: Adds a few missing language pamphlets and other pamphlets for admin
spawns
balance: Some skill pamphlets (E.G. JTAC) can now be upgraded to a
higher level upon use.
fix: Pamphlets whose skills you already have will no longer be wasted
upon use, either preventing its use or upgrading it.
code: Changed the paths of some pamphlets to be categorized in its own
files for cleanliness
code: Deletes some now defunct skill traits
spellcheck: Beautifies the descriptions of the various pamphlets
/:cl:
…mss13-devs#11471)

# About the pull request
Resolves: cmss13-devs#7202

Jesus this kinda sucks. move `is_objective` to obj because we need it
for the computer.
Use `is_objective` instead of a `istype`ing through a list
Dump the `istype`ing logic for vials and vial boxes move it to inventory
stuff and `is_objective`
Check storages first before trying to check raw slots, just in case.
<!-- 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
Thing worky. Bug fixy
# 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: MistChristmas
fix: Data Detector now detects things in labcoats and other such
storages properly.
/:cl:
# About the pull request

Wanted to commit this on my other PR but I realize that this is somewhat
crazy for balance, and I wasn't sure how performant it is if every gun
had a unique timer each time a wield is being queued.

# Explain why it's good for the game

Unless the gun can be wielded instantly, you have to spam wield your gun
in order for it to actually wield, which can be really annoying, and
incentivizes holding your gun 24/7 to bypass that delay entirely

This is more or less a QOL change labelled as a balance change since
this does streamline the wielding process in which you don't need to
spam hit your interact button to actually wield a gun, which also boosts
its responsiveness minorly

Pretty sure TGMC has this, but I couldn't be arsed to port whats
essentially a 5 line change anyway
and for performance reasons as well

# Testing Photographs and Procedure
~~Disclaimer: The balloon alert is for demonstration purposes only~~ It
exists now but only if the wield_delay wasnt instant to begin with, and
the popup is shown only at higher delays
https://www.youtube.com/watch?v=WdTkTI5GwAA

# Changelog

:cl:
balance: Gun wielding can now be queued, ensuring that you do not need
to spam hit the wield button in order to actually wield the thing. This
does not apply to twohanded melee weapons as they don't have a delay to
begin with, as of yet anyhow.
/:cl:

---------

Co-authored-by: Contrabang <[email protected]>
# About the pull request
Reworks despoiler's abilities
Passive = Hypertension
* Store up to four acid reserve stacks (indicated on HUD) which can be
used to empower other abilities. Stacks are obtained by dealing and
taking damage and decay over time. Maintaining hypertension stacks
increases direct acid burn damage on slash as well as apply higher tiers
of lingering acid that start at an increased severity

Acid Barrage
* Key-down to build up a ranged volley of acid projectiles, user is
slowed while charging. Key-up to release, projecting a short range
barrage of acid globs that leave residual puddles in the AoE. Empowering
increases the number of projectiles.

Caustic Embrace
* Dash forward a tile in targeted direction and attack in a U-shaped
region around the user, slashing all targets in the vicinity, and
randomly leaving acid puddles in the attack range. Empowering changes
the attack to a single target, not AoE.

Oozing Wounds
* Excrete a large volume of mixed acid projectiles and a tile based
puddle that damages and slows enemies. The amount of projectiles and
range of puddle scales with how damaged the user is. Empowering makes
projectiles apply lingering acid.

Catalyze
* Consume a hypertension stack to empower the next-used ability.
High-cooldown.
<!-- 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
Current despoiler kit tries to be multiple different things and succeeds
at none, this PR tries to give it a new direction focused on area denial
and CQC
# 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: Nivrak, Thwomper
balance: Reworked despoiler
imageadd: Added new sprites to despoiler, made by thwomper
/:cl:

---------

Co-authored-by: harry <[email protected]>
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4 participants