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[IDBIGNORE] Cherrypickening4 species stuff! [IDB IGNORE] #145

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About The Pull Request

This cherrypick has all of the species specific PRs that I can find.

If I missed one, yell at me!

Why It's Good For The Game

Better sprites and sounds and such for the various species! :D

Changelog

🆑
add: Vox updates
add: Kepori updates
/:cl:

thgvr and others added 11 commits February 11, 2025 22:35
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

![kepori-dress-preview](https://github.com/user-attachments/assets/93646d1f-c545-465e-a3ed-45375654faa2)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

:cl:
imageadd: Added Kepori sprites for loadout dresses.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Resprites Hard Hats to be in line with the better hard hats made by
Imaginos and adapted to Vox by me.
Similarly resprites Soft Caps to be based off the NT softcaps, also made
by Imaginos. Done with permission.

Softcaps were not resprited for humans in this PR as a project by others
is already underway to do so, and I do not want to step on toes in the
process.


![image](https://github.com/user-attachments/assets/ab6951de-5118-4553-88fd-9a1d66aaafd1)


![image](https://github.com/user-attachments/assets/898126f5-7ee0-46d0-b7ed-ea3cc13eeb05)

Example hat adaptations.

## Why It's Good For The Game

Resprites older cruft sprites for Vox to be more in line with the
current artstyle while.

## Changelog

:cl:
add: New sprites for hard hats and soft caps for Vox! Flipped states and
on/off states included.
/:cl:
## About The Pull Request

Within the files there existed a sound effect for Vox screaming, but for
one reason or another it was never actually enabled for them. This fixes
that.

## Why It's Good For The Game

More species being able to scream in pain after getting an arm torn off
is good.

## Changelog

:cl:
add: Enabled thee screaming audio emote for Vox.
/:cl:
Adds new Vox sprites to Vigilitas Interstellar items, namely their
vests, uniforms and gas masks. Should help make them look a bit less
gormless.

The gas mask was a pain in the ass. I might revisit it at a later date.

<details>
  <summary>Images</summary>

![image](https://github.com/user-attachments/assets/3fde4031-ad79-4860-9c52-f5d70ddbf3b6)

![image](https://github.com/user-attachments/assets/58dc02dc-388b-45bc-9906-397d6c41bebe)

![image](https://github.com/user-attachments/assets/74266972-05f0-4ddb-88c3-cbf7848570af)

![image](https://github.com/user-attachments/assets/1ad79ac5-0790-471d-af4a-72e6ec2d5846)

![image](https://github.com/user-attachments/assets/e8f6ec79-5b2c-479d-a5ed-54868668c69e)

</details>

Additional species support for factional outfits means more player
accessibility. If I get off my ass we might get the rest of NT
supported.

:cl:
add: Species sprites for various Vigilitas items
add: Nanotrasen vox.dmi
/:cl:
… (#3816)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->

## About The Pull Request

I'm sorry to do this and make it even more niche, but it IS kind of
jank. This also solves the issue of things being equipped to the wrong
slot when you hit the quick-equip or quick-swap key.

Fixes: #3657

## Why It's Good For The Game

Prevents any other oversights like welding goggles from being doable by
Kepori. Hopefully this doesn't block TOO many items, I even added a few
other slots that should be pretty harmless to equip items flagged as
such, but if there's any exceptions that should be made, I'm open for
feedback.

## Changelog

:cl:
tweak: Kepori can't hold items in their beak that are (allegedly) meant
to be equipped to other slots.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
This PR visually overhauls the Vox, bringing them to a better quality
standard to match our other species!

![image](https://github.com/user-attachments/assets/c5f9246c-07cf-4ced-8503-04555dd31f26)

This PR also repaths one of the files to be in the Vox folder, as it
should. This change is not player-facing.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
No more picklevox
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: PositiveEntropy
imageadd: The Vox have been visually overhauled and resprited!
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<details><summary>screencaps</summary>
<p>

![dreamseeker_4Gp6mnCDNE](https://github.com/user-attachments/assets/3eab1069-e47f-4a09-8c6d-20c26d4d16dd)

![dreamseeker_ESzoX9zGLQ](https://github.com/user-attachments/assets/0ded8c90-a417-40b7-aaeb-22f09b3d0aec)

![dreamseeker_0ew77loMC0](https://github.com/user-attachments/assets/c2da8723-ddd3-4239-bd5a-1086aa8bde75)

![dreamseeker_bZA16gvMeA](https://github.com/user-attachments/assets/6fc1ca33-fffc-4191-a6e5-f6278fb8e5fc)

![dreamseeker_V7WYCRWN4v](https://github.com/user-attachments/assets/7fdd1da3-ad20-437f-9ef8-917c5f6cf6db)

![dreamseeker_iTCBsMqMuL](https://github.com/user-attachments/assets/c07ff65c-65d7-49ad-ad56-212f85105123)

![dreamseeker_FGH6nwSdCk](https://github.com/user-attachments/assets/52fcdcfd-e0cf-4265-a8d5-d04e9e11e00e)

</p>
</details>

Adds some planetary lighting defines and applies them to relevant
planets. I had noticed I had an old pr that did this (among other
things) so I ripped this out.
Values are entirely subject to change I don't remember where I got them
from and I'm not a so called 'colour theorist'

As a coincidence planetary turf files are cleaned up a little by this.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
A little bit of atmosphere fluff.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
add: Some planets now have new lighting values. Please report back on if
they are "Pleasant"
/:cl:

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---------

Signed-off-by: Erika Fox <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Signed-off-by: Erika Fox <[email protected]>
Co-authored-by: Bjarl <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
Co-authored-by: rye-rice <[email protected]>
Co-authored-by: Sun-Soaked <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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Introduces 'limb integrity' as a mechanic among all robotic limbs. 1
point of 'Integrity loss' represents 1 HP's worth of damage that won't
heal under most (if not all) circumstances.

Limbs also have an 'integrity threshold', ignoring some accumulated
integrity damage. So that robots can actually heal to full health from
light damage a couple of times.

A new surgery to 'Replace Structure' can be performed on robotic limbs,
to fix all integrity, alongside all the damage that was accumulated as a
result of it.

'Repair Machinery' requires a second individual to do it now, so that
you can heal robots without causing integrity loss.

A new item, 'Replacement structural rods', can be crafted with rods,
cable and titanium. This grants 2 uses, and allows IPCs to repair
themselves without assistance.

- All robotic parts have an integrity threshold of ~~15~~ > 20.
- Welding and cable repairs cost ~~7.5~~ > 5 integrity.
- So you can repair each parts ~~twice~~ -> four times (60 HP) with no
ill effects.
- Every subsequent repair accumulates ~~7.5~~ > 5 permanent damage.
- To reset a limb's integrity, surgery needs to be performed.

After 8 repairs, a limb will have 20 unremovable damage. But in return,
you'd have healed 120 HP.

---

Since damage will be spread across the body, this gives IPCs a good pool
of cheap health, but will need to either replace their limbs, or have a
mechanic repair their limbs.

Prevents IPCs and augmented humans from ignoring doctors in favour of a
stack of coil and an empty welding tool.

:cl:
add: Robotic body parts now have integrity, 1 'integrity loss'
represents 1 HP of damage that cannot be healed/repaired.
add: New 'Replace Structure' surgery that allows a roboticist to restore
limb integrity.
add: New 'Structure Repair Kit' craft that restores limb integrity.
balance: Robotic limbs start wearing out after multiple repairs,
limiting their repair potential.
balance: Repair machinery is no longer self-operable.
/:cl:

---------

Signed-off-by: TDHooligan <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
Adds Kepori variants of various combat webbings and balaclavas, sprites
credited to Moffball.

![image](https://github.com/user-attachments/assets/36661e5f-d7aa-4dcb-82dc-fefc9a3162a9)

![image](https://github.com/user-attachments/assets/d9fbf465-fce1-4ff0-a5aa-fa1e2d189090)

(also amends a mistake I had made in a previous balaclava pr I made
concerning NGR balaclavas)

Sprite support for a species is good I think.

:cl: MemeSnorfer & Moffball
imageadd: Kepori will no longer be haunted by floating combat webbings
and balaclavas. Hurray!
fix: Fixes a mistake concerning NGR balaclavas not fitting Sarathi
snouts.
/:cl:
Oops! I forgot an itemstate and another PR completely vaporized the
itemstate on two compatible Vox sprites! This fixes it.

I like having working clothing.

:cl:
fix: Inteq Balaclavas and other Vox Sprites
/:cl:
@Constellado Constellado changed the title Cherrypickening4 species stuff! [IDBIGNORE] Cherrypickening4 species stuff! [IDB IGNORE] Feb 11, 2025
firebudgy and others added 4 commits February 11, 2025 23:17
## About The Pull Request

Adds a singular Vox sprite for the Inteq Gas Mask. This is just a
recolor of the VI gas mask for Vox (same with how the VI and Inteq gas
masks are recolors of eachother).


![image](https://github.com/user-attachments/assets/6bd59f88-81fb-44db-a512-03498cbb8d5f)

This gas mask sprite gave me a stroke when I first made it, spriting
masks for Vox is hard.

## Why It's Good For The Game

No more floating gas masks. I like seeing actual sprites on my
characters.

## Changelog

:cl:
add: Inteq Gas Mask sprites for Vox.
/:cl:
Adds compatibility for smoking pipes for Vox.

https://github.com/user-attachments/assets/b573f58a-8481-4f51-8c5a-e4ae24b783aa

These already had sprites for wearing them while unlit, it was jarring
to light your smoking pipe and have it levitate a foot away from your
face.

:cl:
add: Active smoking pipe sprites for Vox.
/:cl:
@Constellado
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There is a hidden whitespace somewhere...
No idea where to find it.

@Constellado
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thank Ossa for finding it for me

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