* Ovinia Species (Straight Sheepin It) DRAFT (#490)
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Yeah yeah yeah im sheeping my shit im straight sheeping it yeah yeah
yeah.
I'm literally making the Ovinia species, sheeps in space. oh god oh fuck
i hope i get this done.
Ovinia are basically sheep but in space! Pretty freaking cool!
Traits:
Pros:
wont trigger shards/mousetraps on step,
cold/heat threshhold resist (wool),
get hungry/thirsty 25% slower,
flammibility 75% (wool),
Take 20% less cold, shock, and heat damage (wool),
Cons:
theobromine weakness,
sleep 50% longer, (to be coded)
eat 20% slower,
take 15% more pierce/slash
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- [x] Get Base Sprites in for body/tail/ears
- [x] Make Species Prototype
- [x] Make Markings Prototype
- [x] Make Body Parts Prototype
- [x] Make Entity Body Prototype
- [x] Make sure Entity Body Prototype is done right
- [x] Make Organ Prototype
- [x] Make Entity Species Prototype
- [x] Make sure Entity Species Prototype is done right
- [x] Add markings/finish Prototype
- [x] Make Sounds Prototype
- [x] Add Sounds
- [x] Make sure Baas is an emote and works
- [x] Make Mobs Player
- [x] Make sure Mobs Player Prototype is done right
- [x] Make Language Prototype
- [x] Add Displacement maps for clothing
- [x] Add swag
- [x] Add traits
- [ ] Add ovinia outerwear variants (can do later)
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🆑
- add: Added Ovinia as a playable species!
- tweak: Moved some localization to Den specific areas
- remove: Removed all of the snacks out of gregg's cupboard
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Co-authored-by: Blitz <73762869+BlitzTheSquishy@users.noreply.github.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
* Sum Horns (#911)
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This adds four new horns for Ovinia. And a snout, too. 🫡
It's MIT because I want it to be, and in case anyone needs horns for
species that are like. That high up in orientation.
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Ovinia don't have enough horns. Ovinia also doesn't have a marking that
puts a line through the top of your face. So I fixed that in this PR.
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A meta JSON, an FTL file, and a bunch of images.
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Just look in files changed.
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- add: Gave ovinia a little bit more horn, and a secret snout.
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Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Ovinia Trait Fix and Emote Adjustments (#1124)
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Fixed the localisation of the Baa emote. Changed Baa and Moo from the
caw icon to relevant animal icons both taken from
[[TGstation](https://github.com/tgstation/tgstation)] and modified
slightly. Fixes the ovinia trait not conferring the relevant emotes when
chosen. Fixes#775.
Fixed missing location for Baa emote.
Added relevant _Den namespace folders and attribution file for emotes.
Added two new icons to said folders.
Removed ´available: false´ from ovinia speech_emotes.yml making the
trait work as intended.
<img width="153" height="114" alt="imagen"
src="https://github.com/user-attachments/assets/2530e067-dccc-41e7-b36b-9be5594761c9"
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**Changelog**
🆑 Wheels
- add: New icons for Baa and Moo emotes
- fix: Ovinia sounds trait will now allow holders to Baa as intended
- fix: Baa emote name will name display properly when hovered over
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Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Ovinia Typing Sprite Fix (#1348)
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routed ovinia's non typing state to work
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fixes massive error when thinkibng waht to type
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ough
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- fix: Fixed Ovinia's idle typing sprite to not be a massive error
* continuing to go bald
* Fixing Fails with the language FTL
* Changes again to languages.ftl
* Removed Resomi Stuff from the FTL
* Fixed the language thingy once more
* Grammar and fixes
* Ovinia DeltaV adjustments
* Added AnimalFriend faction
* Switched Ovinia naming scheme to default
* Fixed YAMLLinter issues with Ovinia
* Fixed the heat damage thingy
* YAML Linter Hates me
* Testing Changes
* Update ovinia.yml
* Update ovinia.yml
* FINALLY
* Updates to Factions for the AnimalFriend Trait
* Fucking Case Sensitive
* Reviewed proposed changes to Ovinia.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vape <76235372+Vapetastic-Gaming@users.noreply.github.com>
* Updates
Fixed all requests besides the displacement maps. Still workin on that
* Fixes Coscult and Displacements
* misc
* Tag fixes. YAML Linter, my beloathed
* random grumbles
case sensitivity is set to high. please fix this maintainers, thanks
* BREAKTHROUGH
* Req changes
* Attributions, and New soundies
* Updaties
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Co-authored-by: juniwoofs <jakbroeder@gmail.com>
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* Add Bipod System
* Add the NT-3
* Small fixes
* Small fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix Test Fails
* Small oversight
* Robust the Code
* Fix Action Name
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Fix Action Description
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* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Add WallPierce + Changes
* Small fix
* Cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix Testfail + Add Descriptions
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Initial commit
* Reverted reinvention of an existing feature...
* Fixed two missed entries
* Added extra examine check
* AI core and high security doors visuals snap to always face south
* Augh
* Remove that
* ViewVariables property so it can be debugged at the very least.
* Remove
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix chameleon backpacks not being able to be opened when locked
* rename
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Syndicate locks are now selectable
* Minor tweaks
* Make not syndicate themed
* Address refview
* review
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This additionally moves the hard-coded check for HandsComp that
previously did this, and moves it into an event which now both
HandsSystem and MechSystem subscribe to.
* Implements mobility impairment
* Implements mobility impairment
* Implements mobility impairment
* Removed white cane related stuff (impaired cane replacement and removed mobility aid component)
* fix development.toml
* Implements slower standing
* Prevent speed stacking by checking if the entity is already holding a mobility aid
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* remove unused file
* Shorten description
* Apply suggestions
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Suggestion cleanup
* formatting fix and removed extra datafield stuff
* added comment, fixed slashes, yadda yadda
* summary comments
* removed a word
* Add trait to clone whitelist
* Fix clone.yml
* my own review
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Co-authored-by: ScarKy0 <scarky0@onet.eu>