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[MIRROR] Fixes deathmatch modifier menu #3424

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May 21, 2024
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Mirrored on Nova: NovaSector/NovaSector#2600
Original PR: tgstation/tgstation#83335

About The Pull Request

Title.

I dont understand this code very well, but I feel like passing in a static FALSE into mod_menu_open isnt intentional? Also, I have a feeling this ternary was flipped, since non-hosts would get getting the lsit of modifiers while the host gets nothing.

Why It's Good For The Game

BUGS BAD

Changelog

🆑 nikothedude
fix: The deathmatch modifier menu works now
/:cl:

* Fixes deathmatch modifier menu (#83335)

## About The Pull Request

Title.

I dont understand this code very well, but I feel like passing in a
static FALSE into mod_menu_open isnt intentional? Also, I have a feeling
this ternary was flipped, since non-hosts would get getting the lsit of
modifiers while the host gets nothing.
## Why It's Good For The Game

BUGS BAD
## Changelog
:cl:
fix: The deathmatch modifier menu works now
/:cl:

* Fixes deathmatch modifier menu

---------

Co-authored-by: nikothedude <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
@Iajret Iajret merged commit 856d006 into master May 21, 2024
26 of 27 checks passed
@Iajret Iajret deleted the upstream-mirror-2600 branch May 21, 2024 20:42
AnywayFarus added a commit that referenced this pull request May 21, 2024
Iajret pushed a commit that referenced this pull request Jul 1, 2024
… [MDB IGNORE] (#3424)

* Heretic spell invocations now use one dead language per path (#84068)

## About The Pull Request

Heretic invocations are now translations of their spell name/older
invocation into a dead language, one per path.

Base spells use Ancient Greek, because it's ancient and sounds cool.
Ash spells use Old Norse, because both myths are linked to ash.
Flesh spells use Latin, as a nod to Roman hedonism.
Void spells use Pali, as a nod to Buddhism and its philosophy of
nothingness.
Blade spells use Aramaic, due to its relation with the city of Damascus.
Rust spells use Old Slavic, which was recommended to me by a slavic
linguist friend of mine but the jerk didn't say why.
Cosmos spells use Sumerian, as both are 'primordial'
Lock spells use Egyptian, as both relate to secrets and mysteries.
Moon spells use Ancient Hebrew, due to the culture's strong relation
with the moon.

These language picks are mostly just to be cute. The main intention of
the PR is to replace the awful convention of 'spell name but the vowels
are replaced with an apostrophe for some reason'.

The secondary intention is to have each path's spell invocations be
visibly different from eachother, and from wizardly spells, befitting
their status as being from different entities.

## Why It's Good For The Game

Our current spell invocations are an affront, not just to the eyes, but
the ears as well with TTS garbling all the invocations because they hide
every vowel. They're also conceptually lame.

Giving each path a unique invocation language or pattern will go some
ways to distinguishing each of them in active gameplay and in flavor.

If someone wants to add new spells they can just make some shit up that
sounds similar to the spell invocations I translated - historical
accuracy isn't really the focus here more than getting the 'feel' of
each language across.

## Changelog

:cl:
spellcheck: Heretic spell invocations now use one dead language per
path. Altered a few invocation types.
/:cl:

---------

Co-authored-by: dj-34 <[email protected]>

* Heretic spell invocations now use one dead language per path

---------

Co-authored-by: carlarctg <[email protected]>
Co-authored-by: dj-34 <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants