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Sync updates from Vanderlin#19

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Sync updates from Vanderlin#19
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@github-actions github-actions bot commented Sep 14, 2025

Clean merge - No conflicts detected.

CheffieGithub and others added 16 commits September 14, 2025 18:20
…ke that for 9 months...) (#3248)

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## About The Pull Request
Change biting crits to always happen on severe bites never happen on
weak bites and only not happen on regular bites if you are biting the
limbs, head or cranium.

Strong bite can always crit unless you do less than 10 damage, if that
happens im sorry you have to go through that.

Fix biting applying limb damage twice.

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## Why It's Good For The Game
Currently only 20 damage bites can crit, some vampires have less than
that even with strong bite so they need a little helping hand.

This lets the average humen bite people in fleshy spots to do crits,
lets vampires and werewolves bite anywhere (within reasonable stats) and
makes the weakest harpy only leave you with marks. Which should be
better than just having no biting crits besides 20+ damage.

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## Changelog

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<!-- !! Do not add whitespace in-between the entries, do not change the
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:cl:
fix: Fixed biting applying limb damage twice.
balance: You can bite head sub zones except cranium, hands, feet and
groin to do biting crits or have strong bite. Assuming your bite does
more than 10 damage.
/:cl:

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## Pre-Merge Checklist
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## About The Pull Request
grungo told me to push this to main

## Why It's Good For The Game

<details>
<summary>How it looks</summary>

Unmasked
<img width="1573" height="1079" alt="Screenshot 2025-09-03 154431"
src="https://github.com/user-attachments/assets/6b20b80b-11fd-4520-bfc4-b4b7f8c9dea9"
/>


Masked
<img width="1583" height="1079" alt="Screenshot 2025-09-03 154508"
src="https://github.com/user-attachments/assets/f2bd515c-0da2-465c-95bf-15e1dc5bf1ac"
/>

</details>

## Changelog

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:cl:
add: A headshot miniature, if you possess one.
/:cl:

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## About The Pull Request
Adds a new, craftable storage item called a wicker handbasket. It costs
3 fiber to slapcraft and has a capacity of 9. It is essentially a worse
sack but doesn't require any sewing to craft. Can be worn on the hip.
Has 5 unique overlay sprites dependent on items stored within. The
handbasket must be holding at least 5 of the item (a majority of the
storage) to show the overlay. Bread, herbs, fruit, and eggs are
currently represented as well as a generic overlay for anything else.
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## Why It's Good For The Game
More unique storage options for flavor and convenience.

![ss+(2025-09-11+at+03 43
54)](https://github.com/user-attachments/assets/fc9b16fe-e903-439d-bda0-c8c462763e6e)
Eggs, fruit, herbs, bread, and generic sprites. Empty at the top.


https://github.com/user-attachments/assets/f33452eb-64be-40ec-9301-67364775401e


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:cl:Bloo4420
add: Craftable wicker handbaskets with unique content sprites
code: changed 3 instances of (things.len) in bags.dm to instead be
(length(things)) to be in line with other code.
/:cl:

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---------

Co-authored-by: CheffieGithub <[email protected]>
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## About The Pull Request

Cups and Buckets ~~Escape from Vanderlin Module~~
Cups and buckets can now store some items
buckets transfer 10 units per transfer instead of 9, im dumb and forgot
to do this in the PR where I changed its volume
cups can hold tiny items (dice, forks, coins)
buckets can hold fish, bait, worms, sticks and a knife for smuggling
into the keep to stab the jester with
gave fried angler and clownfish neutral and fine food quality
respectively
Moved pot and bucket code into their own new file, bucket_pot
removed the pot file and the bucket folder (bucket code was found in
glass.dm for whatever reason, I hade Zeth so much man)


## Why It's Good For The Game

Buckets hold 100 units, they should transfer 10 per transfer (they used
to transfer 9 because they had 99 volume)
I think cups and buckets being able to hold stuff makes sense
angler and clownfish are quite rare, so I think they should taste a bit
better
moving the pot and bucket code together into one file helps with code
clarity I hope

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:cl:
add: Buckets can hold fish and fishing related bait, cups can hold tiny
items
add: Buckets transfer 10 units instead of 9
add: angler and clownfish taste improved, they are still quite crap for
nobles (except clownfish, they are fine)
/:cl:

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## About The Pull Request

Two new wretch subclasses:
Rouschild - A barbarian esque class with darkvision and the ability to
summon 3 giant rats to fight for him
Rejected Royal - A former prince/princess that is stat wise leaning
closer to a rogue, also a member of the royal family

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Rejected royal is a more RP focused wretch, meant to add drama and make
the round more interesting.
Rouschild is a more unique wretch subclass to let people be creative
with roleplay

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:cl:
add: Two new wretch subclasses, Rouschild and Rejected Royal
/:cl:

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Let's try this again, but with some adjustments.

This time, if there is 5 or more people around you, your runechat is
printed instantly without spelling, also the spelling animation is
faster.
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## About The Pull Request
cannon
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## Why It's Good For The Game
cannon
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:cl:
add: Added a cannon
/:cl:

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:cl:
/:cl:

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---------

Co-authored-by: CheffieGithub <[email protected]>
@github-actions github-actions bot changed the title REAL CONFLICTS: Sync updates from Vanderlin - 17705886095 CONFLICTS: Sync updates from Vanderlin Sep 15, 2025
dwasint and others added 13 commits September 14, 2025 20:59
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## About The Pull Request

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:cl:
/:cl:

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---------

Co-authored-by: CheffieGithub <[email protected]>
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:cl:
/:cl:

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---------

Co-authored-by: CheffieGithub <[email protected]>
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## About The Pull Request

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:cl:
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---------

Co-authored-by: CheffieGithub <[email protected]>
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## About The Pull Request
title
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## Why It's Good For The Game
taking 1 damage is too little to do a glorf
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## Changelog

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:cl:
fix: fixed runechat being cancelled on minor damage
/:cl:

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## About The Pull Request

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Changes:

- Triumph buy cost of Secret Officiant decreased from 4 to 3
- Secret Officiant now works for non clergy also
- Marriages should now account better for various titles, like "Lord
Albert Caldwell" or "Albert Caldwell the Wise", and give proper surnames

Fixes #3294

## Why It's Good For The Game

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Bugfixes.

## Changelog

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:cl: Arkatos
fix: Secret officiant now works correctly for non clergy also, and
triumph buy cost was decreased by 1.
fix: Marriages should now give proper surnames, accounting for various
titles.
/:cl:

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Routine influences balancing, as we are approaching first ascendant god.

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Moves "Toggles" button to the row below, so its visually all fitting
instead of it being little jarring due to extra vertical space created.

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…there. (#3311)

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Removes the accidental noctra stuff added in a recent extremely
confusing to read PR Monkestation/Vanderlin#3284

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Infosec is a myth.

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:cl:
code: Removes some very unintentional (hopefully) stuff added to the
codebase. Move along citizen.
/:cl:

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CheffieGithub and others added 6 commits September 27, 2025 20:03
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:cl:
/:cl:

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---------

Co-authored-by: CheffieGithub <[email protected]>
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…mph buys (#3517)

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- Minor influences balancing
- Smaller god ranking influence bonus/penalty
- Personal objectives influence bonus normalized to 20 for all
objectives
- Scheduled events now run in 2 minutes instead of 3 (to avoid
situations where storyteller managed to change 3 times in the meantime)
- Slightly easier take pain and listen to dead's whispers objectives
- Discounted my previously added triumph buys a little, as these are
basically only to enhance roleplay, which players probably don't want to
spent too much on compared to more useful ones

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@github-actions github-actions bot changed the title Sync updates from Vanderlin CONFLICTS: Sync updates from Vanderlin Sep 28, 2025
CheffieGithub and others added 7 commits September 28, 2025 16:43
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## About The Pull Request

adds a new outfit + armor cover for the watchmen, consisting of leg and
feet cover, cuirass + gorget, gambeson, cuirass, jack of plates and a
barbute, all their gear is iron and allows them to upgrade their
starting gear at the smiths or merchant (even if they charge 40 for a
skullcap is something)

recodes the town watchmen belts to include their keys and dagger in
there + their chains on their satchel

splint plate trousers = defends as a chain legging but his durability is
lower and can be burned

iron maille boots = defends as a set of ironplate boots but his
durability is lower and can be burned too!

the sergeant of the returning bannermen has a steel version of the
watchmen barbute, including the footman veteran

the men at arms get a new slit kettlehelmet of steel with a headcloth on
top, making sure they can be recognized as "elite soldiers who defend
the keep", all of the helmets of the town watch should be taking the
first primary colour of the king

<img width="619" height="405" alt="dreamseeker_Us0j7tRr1n"
src="https://github.com/user-attachments/assets/ad295d8e-ad36-4db9-92fc-6a888121f56a"
/>

as extra resprites i added the iron maille/hauberk, the icon of the iron
chain leggings, nasal helmet, skullcap, iron cuirass, gorget.

## Why It's Good For The Game

after play a while as town watch, against them and have some talks with
the players i found out they are pretty easy to kill even if their
numbers are high and the player is good, 8 watchmen who die easily isn't
fun to play or win against them, said this i took the first "buff" to
them in a way they don't become something like azure/scarlet reach town
guards, basically with all the gear served rounstart to steamroll the
whole game

that's why i added a new set of armor for the watchmen, who can also be
smithed in pairs instead of 1 piece, why this? the splint leggings and
chain boots, iron jack of chains aren't the best armors at all,
protecting from minor crits, having a inferior durability and their
worst thing is that they can be burned by a fireball or fire in general,
this leaves us with town watchmen who are more covered than adventurers
at roundstart and are able to defend themselves better if they take care
of their gear durability since they won't be doing two fights, being
able to get the smithy players more work buying upgrades to replace
their weak gear and also sell it, the smiths are able to sell pairs of
chain boots/splint leggings at a cheaper price than using full armors
like iron boots or chain leggings

## Changelog

add: Added more sprites for the town watchmen
balance: rebalanced the town watch coverage
del: Removed old watchmen sprites

## Pre-Merge Checklist
- [x] You tested this on a local server.
- [x] This code did not runtime during testing.
- [x] You documented all of your changes.

---------

Co-authored-by: Chen Marisa <[email protected]>
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## About The Pull Request

Title
No changelog because its not something the players need to know about,
or probably care

## Why It's Good For The Game

Cause their max volume is 100

## Changelog

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:cl:
/:cl:

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## About The Pull Request

Title, both items had the same datum name

## Why It's Good For The Game

Fix

## Changelog

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:cl:
fix: Sallet beings unforgeable.
/:cl:

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@github-actions github-actions bot changed the title CONFLICTS: Sync updates from Vanderlin Sync updates from Vanderlin Sep 29, 2025
Wouju and others added 15 commits September 29, 2025 22:55
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## About The Pull Request
Sprites by wayrg and snowys_eshi

Wizard robes show up on all mobs now
Necromancer robes are for adult base_body species (for now, hence why I
restricted it)
<img width="94" height="114" alt="image"
src="https://github.com/user-attachments/assets/c461d25a-7fb4-4ff9-ba74-f0ed49a328e0"
/>
<img width="97" height="125" alt="image"
src="https://github.com/user-attachments/assets/f3992d52-4892-4e01-828f-1d2f6164eac6"
/>

## Why It's Good For The Game

so people can wear the damn robes without being screwed over

## Changelog

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:cl:
add: Added new sprites for wizard and necromancer robes
/:cl:

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## About The Pull Request

While i was doing some local tests, i realized that if someone has more
speed and the same skill level and uses a steel dagger, their opponent
would have a 5% chance to parry, while the dagger user would have a 20%,
still most dagger users are the dodge type, so they have a 80-95% dodge
chance, while their opponent has a 5% parry chance even with a kite
shield on the same level as the dagger.

Why was that the case? Because the balance of the dagger matters for
parry, the same variable that is used to roll for dodge also called
wbalance, impacts on how hard it is to parry that weapon if the user is
speedier than the other, since the steel dagger is VERY_HARD_TO_DODGE,
it would stack up the multiplier to the max, how does that make any
sense?, i don't know.

This keeps the speed impact on the parry as i can see someone being fast
impacting how difficult it is to parry.

## Why It's Good For The Game

Dagger already got an advantage, it is called being fast , consuming low
stamina and having a good AP of 30 (on stab intent), i don't see how a
shield user would somehow have a 5% chance to parry a dagger, this
change means if you got a good weapon for parrying, you will have a
great chance example, kite shield would have a 70% chance, saber 50% (on
the same skill level), while even so just the overwhelming speed of the
attacks can still have go through that parry.

If the player is using a mace, greatsword, most of the swords(non rare),
axes, they will have the 30-40% parry chance

It is essentially a SPD nerf, since just having 1 stat above their
opponent would essentially reduce their parry chances by alot.

## Changelog

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:cl:
bal: wbalance does not impact the parry chance, only the dodge chance.
/:cl:

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## About The Pull Request
hii!! its mumblemancer aka wewhowait from other servers 'n' such. been
playing a bit of vander recently and missed the ability to [bind space
from ap. **port of this pr by
free**.](Azure-Peak/Azure-Peak#3089)
you can bind space in ur keybinds now. thats it. i don't really know how
it works but it does. shouldn't affect much else bc every other
reference to "Space" in code will just check for what im pretty sure is
the same thing.

### disclosure: this probably needs more testing to ensure that a weird
bug is happening only on my end.
tl;dr: my game keeps crashing whenever i speak multiple times in quick
succession. as far as i can tell, doing this causes my gpu to raise to
100% and then crash after and it's 100% unrelated to this PR, but i am
not Certain, so i would not merge or TM until it can be made certain. if
any of you can cherry pick this and test it 4 me as my repo has gotten
haunted since i started trying 2 figure out whats wong and now i cant
load roguetest.
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## Why It's Good For The Game
- i dont have a numpad and this would let me bind a good key to chest or
head or whatever without pressing f2 (which takes a screenshot of the
game every time you press it)
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:cl:
code: changed SPACEBAR to " "
/:cl:

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## About The Pull Request

Title, also does the same  to the emote when execution fails

## Why It's Good For The Game

I found it annoying, people can clap on their own, instead of being
forced to
also iirc its a leftover from TG I think, good job Zeth!

## Changelog

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:cl:
del: Guillotine no longert forces you to clap
/:cl:

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## About The Pull Request

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- Ascendant rounds can only happen at 50+ players
- Ascendant rounds are accompanied with that storyteller theme sound and
theme color message
- Ascendant rounds have all events occurrences at 0 to better show its
exclusive content
- Small ascendant code cleanup
- Small influences and their modifiers balancing

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## About The Pull Request
removed /datum/outfit/job, pointless
moved job_bitflag to the job and remove it ever being assigned to the
mind, that's what assigned role is for

/datum/advclass to /datum/job/advclass, slots fill up the same and
everything
/datum/migrant_role has a name, description and a job reference. that's
all it needs

added a job proc for before EquipRank outfit equip to change patrons
added a job proc for adjusting values like stats before after_spawn

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## Why It's Good For The Game
Will let us massively clean up job code

Lets me show off this doc https://hackmd.io/@Cheffie/rJNoxPV2le

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## Changelog

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:cl:
refactor: Refactored advclass to be a subtype of job and migrant_role to
reference a job. report any role weirdness.
admin: Select Equipment renamed to Admin Dress, can now equip jobs and
outfits are listed immediately.
/:cl:

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## Pre-Merge Checklist
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->

## Changelog

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## Pre-Merge Checklist
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