Skip to content

Vocal Sounds (Bloopers) #16

Open
chazzyjazzy wants to merge 142 commits into
Monkestation:masterfrom
chazzyjazzy:vbgng
Open

Vocal Sounds (Bloopers) #16
chazzyjazzy wants to merge 142 commits into
Monkestation:masterfrom
chazzyjazzy:vbgng

Conversation

@chazzyjazzy
Copy link
Copy Markdown
Collaborator

About The Pull Request

downstream pull of my darkpack pr
DarkPack13#945

allows for characters to make noises when they talk

Why It's Good For The Game

nice sounds for characters

Changelog

🆑
add: adds vocal noises
/:cl:

XeonMations and others added 9 commits April 21, 2026 02:03
* start

* Update preferences.dm

* need to fix TGUI

* Update tfn_vocals.tsx

* config update

* woops

* Update tfn_vocals.tsx

* Update preferences.dm

* Update recipes_drink.dm

* Update recipes_drink.dm

* Update recipes_drink.dm

* Update recipes_drink.dm

* Update living_say.dm
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
chazzyjazzy and others added 7 commits April 22, 2026 22:14
## About The Pull Request
MB for not catching this in review but its bad practice to register a
signal to yourself when you can just use your own procs normally.

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
…arkPack13#913)

## About The Pull Request
See title. 
## Why It's Good For The Game
Couldn't do it in the original pr due to it requiring a diff one.
## Changelog
:cl:
fix: Normal AND razor claws both deal extra die of damage
/:cl:
## About The Pull Request

idk why this is here but its going in the tfn downstream so im
upstreaming it here bc wtf do we need this for

## Why It's Good For The Game

my codebase so full of duplicates ouuugh it so round

## Changelog
:cl:
code: removed duplicate setite areas
/:cl:
FalloutFalcon and others added 24 commits May 5, 2026 13:27
## About The Pull Request
Makes the local host instant start sound quieter and only play once
## Why It's Good For The Game
loud... plz no.
## Changelog
:cl:
qol: Makes the local host start now sound quieter and only play once
/:cl:
## About The Pull Request
Active potance is now mostly TTRPG accruate and its primary effect is
converting potances strength dots directly into AUTO SUCCESSES
(regardless of dot cast, which means all the actions now do the same
thing. (investigate a flag for not adding some actions tbh)
Acctually a pretty massive buff to potance as it makes damage VERY
consistent.

I was originally gonna tackle Vengeance of Samiel cause it could use
some work but ATOMIZATION!!

I fixed the melee thing but its kinda due for scraping once melee is
affected by strength


https://github.com/user-attachments/assets/9ea24806-ec32-44ac-bb96-ab3d41a6d617

As a refresher: V20 pg. 192
<img width="435" height="569" alt="image"
src="https://github.com/user-attachments/assets/d8dc1517-b30e-4916-8492-82d29fd2f341"
/>


## Why It's Good For The Game
TTRPG accuracy. Makes brawl actually effected by potance.

## Changelog
:cl:
add: Adds support for automatic successes based on the TTRPG
code: Cleans up some of the code surrounding potance
balance: Kills some of the snowflaky effect of potance in favor of it
granting automatic successes (TTRPG accuracy)
qol: Makes the dice unicode characters to show individual dice results a
little larger
fix: Potance 1-2 no longer cripples melee damage and it now scales
correctly with all dots.
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
…3#850)

## About The Pull Request

Fixes Obtenebration 3 "Arms of the Abyss" tentacle behaviour:
- Tentacles are now properly removed when destroyed/deleted
- Deletion of a tentacle that is grabbing someone no longer makes them
immune to other tentacles
- Aggro mode controls have been fixed; no reliance on global list
checks, updates currently-spawned tentacles and retains the set mode for
any tentacles created afterwards
- No more runtime errors

## Why It's Good For The Game

Bugfixes are good.

## Changelog
:cl:
fix: Fixed Obtenebration 3 "Arms of the Abyss" tentacle behaviour
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request

thanks linters

## Why It's Good For The Game

landmarks

## Changelog
:cl:
fix: adds hunter landmarks
/:cl:
## About The Pull Request
yeagh. a little crufty.
## Why It's Good For The Game

A decent amount of combat involves biting here which creates issue from
being getting fat from combat

<img width="556" height="205" alt="image"
src="https://github.com/user-attachments/assets/72257c76-7980-4bfc-a58f-d9f62ff77394"
/>
## Changelog
:cl:
balance: Removes nutriment gain from biting
/:cl:
## About The Pull Request

removes the transformer snowflake integrity code 
creates random events framework and adds a blackout event as the basic
event

<img width="1634" height="816" alt="dreamseeker_q8R5NrFfRP"
src="https://github.com/user-attachments/assets/3879e48e-5830-4356-9575-43ccb810c211"
/>


## Why It's Good For The Game

events

## Changelog

:cl:
add: adds blackout random event
code: cleaned up fusebox damage code

/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
There is a sprite for when they are dried but weed is notably missing
code that removes them from being counted as dryable at any point.


https://github.com/user-attachments/assets/880b9e8a-08f1-4b84-87eb-e167134a1a92



## Why It's Good For The Game
Old ones are one of the oldest sprites in TG. They are illfit for the
setting.
## Changelog
:cl: FalloutFalcon, Major00
image: Resprites wooden drying racks
/:cl:
<!-- 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

This was requested over on TFN, I saw players and staff both discussing
this and got the go-ahead from lore staff to add a simple support for
it.

I did not change any values as this is meant to be used by the
individual servers if they choose to use this support. This I believe
was intended for certain roles, i.e stripper, from being played by old
immortal vampires. We can't have Dark Age strippers, sigh.....

Shoved this on hound purely to show it works, stops joining as the role
akin to how generation or being too young does. (Hound file not harmed
in the making of this PR.)
<img width="311" height="56" alt="image"
src="https://github.com/user-attachments/assets/497f3b7e-e535-4f99-977f-ab833ad598b6"
/>

## Why It's Good For The Game

Overall just adds support that TFN and other downstreams may make use of
to limit lower-run society jobs from elder vampires. Pretty light-weight
since the max age is set above what you should be able to choose for a
vampire anyway without admin interference.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

:cl:
add: Adds maximum immortal age variable for jobs.
/: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. -->

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
Makes it so transforming does 25-50 (cloths have 250 integ) to all your
clothing when you shapeshift
## Why It's Good For The Game
Even glabro's transformation is meant to tear and rip clothing and most
art depicts them like that.
## Changelog
:cl:
balance: Fera transformations damage worn clothing
/:cl:
## About The Pull Request
Reallllly similar to the work I did for frenzy. 
A role-play driven status effect that shows some cool visuals and
messages to tell you what your character should be doing rn.



https://github.com/user-attachments/assets/608d1f25-a37c-4a44-8ca0-d0a690eadd09


## Why It's Good For The Game
Neat pointer that there is infact a evil monster that previously fucked
up your species so bad you have generational magical trauma.
## Changelog
:cl:
add: Delirium status effect
/:cl:
## About The Pull Request
Adds a landmark that gets top billing when a cargo crate is looking for
a landing zone
## Why It's Good For The Game
For if the code i wrote for finding points for them to spawn is lacking.
## Changelog
:cl:
add: landmark for cargo crate delivery locations
/:cl:
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.