Hi I’m back now
Byond Account: SpaceDragon00
Character Name(s): Beatrice Isamof/Isekatt/Isaliz
Discord Name: Bea#0510
Age: 20
How long have you played on Fulpstation? About a year
Show us your work what is a PR/Piece of art/ Code you’ve done!
fulpstation:master
← SpaceDragon00:racebanfix
opened 05:20AM - 18 Jul 21 UTC
## About The Pull Request
I really wish these problems could have been addres… sed in the initial PR, but it was already merged. If a PR is gonna be treated like a meme during the review phase (Where problems are replied to with "Dont care") then it should be treated as a meme during the merge phase.
This frustrated me enough to make me want to fix it at midnight
## Why It's Good For The Game
Bans are no longer evaluated every time spec_life is called, fewer lines are modified in tg files, might be able to fully modularize it

## Changelog
:cl:
admin: More races can be banned, and it's easier to add even more (Ban for EVERY race????)
code: Added a global list of Fulp bans in the format of the job ban list in the sql ban code to more efficiently modularize ban code
code: Reduced the number of lines overridden in a TG file from 5 to 1... for now
code: Moved the ban evaluation code off of spec_life and onto on_species_gain
code: Added a beefman species id define (Sorry pucci, I needed it early)
/:cl:
Elephant in the Room: Fully Modularizable?
To be frank I dont know if this is fully modularizable. Given the entirety of the ban panel proc takes place within a SINGLE proc, wrapped in opening and closing form tags, Im not sure if it can be modified before or after its runtime. You can receive information from a form, but modifying it is the tough question. Im not adept enough with code or HTML to know if you can delete the concluding tags, add the content you need, then re-add them or what
Perhaps someone more familiar with the formatting of a browser can use get_content() to retroactively remove the closing tags, before copy-pasting the code from long_job_lists in a modular folder to add the content before closing it once again. I might try this later but dont get your hopes up.
Looking at the code, why the fuck does get content not directly provide you with the content variable, making it infinitely harder to modify the existing content
fulpstation:master
← SpaceDragon00:racebanfix2boogaloo
opened 07:07AM - 10 Aug 21 UTC
## About The Pull Request
Race ban code is now officially a ship of theseus
…
## Changelog
:cl:
code: Improves the clarity of sync_mind by adding an ishuman check
code: Re-adds the check_banned call to on_species_gain so banned people cant use mutation toxin or a pride mirror to change to their banned species
code: Modifies check_banned to early return if the mob doesnt have a ckey
code: Adds some comments to the race ban code
/:cl:
JohnFulpWillard:bs-fixes
← SpaceDragon00:bs-fixes
opened 05:44PM - 18 Jun 21 UTC
## About The Pull Request
These changes are COMPLETELY UNTESTED for the time … being-- I only made sure it would build. I'll do the testing personally once you verify that these fit the bloodsucker vision.
TODO:
Get rid of the last remaining Sleep() procs by handling passive blood drain in bloodsucker_life
Attempt to figure out what's wrong with HUDs
Move unclaiming outside of process, make it occur when a BS claims a new coffin (If this is how you would want it to work)
See if I can reduce code duplication on HandleFeeding
Review powers code, since it's the last block of code I haven't skimmed over
## Why It's Good For The Game
Fewer bugs good
## Changelog
:cl:
code: Added defines for frenzy thresholds and the bloodsucker volume for max regen
code: Added a frenzy threshold variable to bloodsuckers, which is modified by clan gain
code: Removed code from on_removal that is handled in the parent proc
code: Added a DisableAllPowers proc to prevent code duplication
code: Modified word usage in bloodsucker_coffin for clarity
code: Modified amInCoffinWhileTorpor varname for clarity
code: Costmult is now modified by being in a coffin, since the comments says that's supposed to be the case
code: Added a sanity check to HandleHealing so it doesn't perform unnecessary equations while mult is 0
code: Removed a comment from HandleHealing that says a mult of 0 is used to enter torpor, since checks to enter torpor do not use this
code: Added a default costmult in check_limbs (Just in case)
code: Fixed comments in the checking torpor code, removed unnecessary checks handled in the procs
code: Standardized calling the parent proc to . = ..() in update_explanation_text for objectives, for clarity and consistency
code: Condensed the vassal check_completion() proc (I have NO IDEA if this works)
code: Changed wording of some of the variables for bloodsucker's powers for clarity
code: Removed the counted_roles check because it was only used for heads, whose objectives only require 1 vassal anyways
code: Added \s where it can be used
fix: Only counts organic hearts for the heart thief objective
fix: Fixed brawn's CheckCanUse proc calling its parent twice
fix: Changed the bloodsucker objective list to be a referential list, removed "Captain" since it wasn't given a department string previously
fix: check_limbs now uses limbregencost, which is now negative, instead of giving blood volume upon use
fix: When a bloodsucker's eyes are given their vulnerability, adds a sanity check to make sure they do not go below flash protection sensitive, and modifies their value based on the initial value instead of decrementing
fix: Fixed the jitter condition in HandleStarving
fix: Added an additional regen tier so that being above 700 blood doesn't give you no additional regen
fix: Modified the lost blood volume equation so that it accounts for mult and costmult properly. If the intention is for it to not account for mult at all, then it can be removed from the equation
qol: Slightly modified monsterhunter flavor
qol: Gives the bloodsucker's vassals their master's missions
qol: When masquerade would stop you from healing, it just disables itself instead of warning the user
spellcheck: Corrected 'Malakavian' in bloodsucker_flaws
/:cl:
3 Likes
Slig
October 1, 2021, 5:16am
#2
It’s hard for us to say yes to this or be able to consider it in a serious way because you’ve only just gotten back and we don’t want a contrib who we’re unsure if they’ll stick around