Darkpack Pull 4/11/2026#39
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FalloutFalcon merged 33 commits intoApr 11, 2026
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## About The Pull Request ~~DEPENDENCY: DarkPack13#692~~ ## Why It's Good For The Game werewolf gifts need to be fully featured at some point, might as well start with these. ## Changelog :cl: add: Black Furies gift: Breath of the Wyld add: Bone Gnawers gift: Desperate Strength add: Fianna gift: Faerie Light add: Get of Fenris gift: Visage of Fenris /:cl: --------- Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com> Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Assorted merits and flaws from W20. (some overlap with V20) Also grabbed pale aura cause it was really easy. Had to fix some stuff relating to `SPLAT_NONE` with how quirks are handled but that's not even chaz's fault the code is just obtuse (this is my fault mostly) Fixes DarkPack13#693 ## Why It's Good For The Game merits for wolves (and others) ## Changelog :cl: add: Adds the merits: Time Sense, Fair Glabro, Metamorph, Untamable, Pale aura, Deceptive Aura add: Adds the flaws: Animal Musk, One Eye, Weakwilled, Pierced Veil balance: An accurate display of city time for living mobs is now locked behind time sense. fix: Derangement now appear as a selectable flaw again. typo: "Your" to "You" in a dominate to_chat /:cl: --------- Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com> Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
…Pack13#859) ## About The Pull Request Added/adjusted the following merits/flaws: Bad Sight, V20 Core page 481. /tg/ nearsighted with differing cost. Mute, V20 Core page 483. /tg/ mute. Deaf, V20 Core page 483. /tg/ deaf with differing cost. Blind, V20 Core page 484. /tg/ blind with differing cost. Illiterate, Lore of the Bloodlines page 60. /tg/ illiterate with differing cost. The Largest Maw, Lore of the Bloodlines page 70. /tg/ softspoken but for Nagaraja. Efficient Digestion, V20 core page 480. Gives 1.5x blood intake. Grip of the Damned, V20 core page 495. Giovanni bite for non-Giovanni. Derangement value set to 3. Not actually given a hard value in V20 so far as I can tell, but 3 points in W20 core page 478. Monstrous is available to werewolves, W20 core page 474. Lasombra get removed from cameras. Camera part is from Lore of the Clans page 116. Not sure if I did the /tg/ quirk enablings right, but it felt better than directly editing the quirk file itself. ## Why It's Good For The Game I like more quirks, particularly easy /tg/ uptakes like bad sight and the like. Some of these I actually am not sure are good for the game. I just did whatever seemed easy without much thought. Easy ones to highlight as potential problems: Grip of the Damned genericizes the Giovanni trait, Lasombra weakness being V20 could be undesirable for a downstream, and all of them are probably badly coded. I welcome comments of 'this sucks remove it entirely.' ## Changelog :cl: add: Added a number of quirks, including Bad Sight, Blind, Deaf, Efficient Digestion, Grip of the Damned, Illiterate, Mute, and The Largest Maw. add: Garou may now take the Monstrous quirk. add: Lasombra no longer appear on cameras. bal: Derangement flaw is now worth three points instead of eight. /:cl:
## About The Pull Request Minor atomization from ApocryphaXIII#28 ## Why It's Good For The Game It spawns in a crate that is not very clearly labeled in mapping tools as containing a bomb sometimes. prevents that footgun, which i suspect was made on apoc's map but i forget why i made the change tbh.
## About The Pull Request Noticed this change from The-Final-Nights/The-Final-Nights-Rebase#101 did it using the currency define as its used for vendors and most other code (thanks to some tg prs i made) ## Why It's Good For The Game Grammer or somethin ## Changelog :cl: spellcheck: $ symbol appears before the cash value for stores /:cl: Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
## About The Pull Request Gives oxygen medkits actual oxygen meds instead of burn meds. <details><summary>Screenshots</summary> <p> <img width="770" height="619" alt="Screenshot 2026-04-05 151324" src="https://github.com/user-attachments/assets/76970a50-c9d6-4f8a-818a-1182fd6a3b48" /> <img width="687" height="422" alt="Screenshot 2026-04-05 151336" src="https://github.com/user-attachments/assets/aa37c687-d029-4aa8-972c-0182136f2139" /> </p> </details> ## Why It's Good For The Game Small fix. ## Changelog :cl: fix: Gives oxygen medical kits the right contents /:cl:
## About The Pull Request This PR does a few small things, I'll break it down simply into sections. ### Darkpack Duffelbag Subtype The new Darkpack duffel has an exemption list like the Syndie duffel from TG. This allows you to fit SPECIFIC items into it of bulky weight, while not allowing others. The list is comprised of melee weapons unique to Darkpack, Darkpack longarms (baring the .50 and musket), and a handful of misc items. <img width="917" height="724" alt="image" src="https://github.com/user-attachments/assets/d952d280-c907-4ab2-b370-01d69a1ef7db" /> <img width="777" height="731" alt="image" src="https://github.com/user-attachments/assets/046a0625-c9c5-4a70-98f6-acef2eab1474" /> Seen here, if you shove 2 longarms in it only has enough space for 7 more normal items before maxing out. This should be fine for balancing of packed-shit bags. <img width="638" height="554" alt="image" src="https://github.com/user-attachments/assets/92dc2b53-a86e-48ea-a1c0-f4bc5d9240c5" /> Note: might be worth reducing the duffel exemption from 2 to 1 if having 2 guns in it are too strong but I think it's fine. Syndie packs allowed this with ANY gun, this list is curated at least so you can't do this with a .50. (Also, I put battering ram on the list.. these aren't actually that big, just heavy, unsure if that's OK or not balance wise. Made sense to me though?) Also, the surgery bag in the blackmarket vendor has been changed to be the Darkpack type variant. I forgot to take a picture of it but it's on-floor sprite is identical to the duffel's on floor but its white with a blue cross. <img width="168" height="84" alt="image" src="https://github.com/user-attachments/assets/21febac1-6663-4b8f-8d01-83152f0b81cd" /> ### Darkpack Gun Weight Fix A bunch of guns like the sniper and lever action had oversights on them where weight was defined as bulky then re-defined lower on the gun as normal. Think it was unintended fully, so adjusted it. This also fixes an oversight that existed where you could fit a .50 sniper into your backpack. Woopsie....... ### Darkpack Money Bag & Presets Does the same as the Darkpack duffelbag except with the moneybag, making a unique subtype to take the Darkpack cash. Made a ~4k pre-spawn variant as well as a 10k spawn variant, 50 gold bar, and 50 silver bar spawn variants. This is just for mapping or spawning by staff, shouldn't be an issue. Tested them as well, spawns fine, forgot screenshots since it was pretty minor. ## Why It's Good For The Game Simple bulletpoint reasons: - Longarms were unable to be concealed in any meaningful way, meaning you had to put them on your belt - open displayed - or push boxes/crates around with them in it. This allows one singular storage method to conceal them. - Gun weights on the sniper and lever were clearly oversights, I don't think people want the robber to whip out his compact .50 cal from his bag - Moneybags provide stuff for map design and spawning. ## Changelog :cl: add: Adds new Darkpack duffelbag subtype add: Adds ability for new duffelbags to hold 2 exempt-list items (guns, melee weapons, etc) add: Adds new Darkpack moneybag subtype to hold proper cash, also added pre-spawn variant bags fix: Fixes oversight on certain guns, making them have proper bulky weight instead of normal /:cl:
## About The Pull Request why are human doctors serving the camarilla club workers are being told they serve the Primogen Toreador ## Why It's Good For The Game human doctors should not know the camarilla ## Changelog :cl: fix: Doctors, Clinic Directors, Strippers, and Taxi Drivers no longer inherently serve the Camarilla. /:cl:
## About The Pull Request Changing the mummywrap fetish behaviour to use fallcon's storyteller healing system, rather than flatly healing burn/brute ## Why It's Good For The Game Moving towards the more lore-accurate system of healing is good, i think. ## Changelog Changed the way that mummywrap fetish regens health, making it use a "dot" to heal different things each time :cl: balance: somewhat buffs the capabilities of the fetish, by making it able to heal wounds, comment if that's too strong. :cl:
…being swapped (DarkPack13#898) ## About The Pull Request any job that has an outfit with uses_default_clan_clothes enabled would completely overwrite whatever the player had equipped (clothing selected in loadouts). on top of this, it would equip a red croptop for anybody who had a SUIT selected in prefs, and a tracksuit for anybody who had a SKIRT selected. this fixes all of this. ## Why It's Good For The Game Clothing ## Changelog :cl: fix: fixed certain jobs not properly applying loadout clothing /:cl:
## About The Pull Request make it so npcs dont all have white hair ## Why It's Good For The Game hga;lhages ## Changelog :cl: fix: fixed NPC hair colors being always white /:cl:
## About The Pull Request Minor atomization from ApocryphaXIII#28 ## Why It's Good For The Game Sprite doesn't make sense for the usecase ## Changelog :cl: image: Occult shop is no longer a cash register /:cl:
## About The Pull Request Basically just reverts them to there old layer to prevent this. <img width="435" height="250" alt="image" src="https://github.com/user-attachments/assets/0abedb1c-a559-4482-876d-8867f1c3d0bf" /> ## Why It's Good For The Game This was bad... TG does not assume they are tall or anything but a flat turf. ## Changelog :cl: fix: Stairs now layer properly /:cl:
## About The Pull Request right now melee does nothing ik melee is currently under rework but we aint waiting for that dawg (no, the melee addition to final_force in /atom/attacked_by doesnt fire, checked with breakpoints) ## Why It's Good For The Game ref do something ## Changelog :cl: fix: makes melee do something /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request this pr allows for inserting cash into the cargo express console and withdrawing the total balance with alt-click. ## Why It's Good For The Game cargo ## Changelog :cl: add: You can now withdraw money from the cargo console with alt-click and add with cash /:cl:
## About The Pull Request I'm adding a bunch of bloodlines that don't require mechanics. The selection is for that reason. Dominate Malkavians are the same but sub one discipline. Warrior Setites are the same but sub one discipline. Ventrue antitribu are the same but sometimes sub one discipline. They are listed here under the assumption they have done the relevant ritual - not a ton of point otherwise, right? Tlacique are the same but sub one discipline (which counts as in-clan for them) and technically also a Thaumaturgy path that is out-of-clan. Somewhat tenuous as a result. Banu Haqim Vizier have an RP flaw, and their Quietus variant is an optional rule from Lore of the Clans. Most tenuous as a result. Samedi, Harbingers, Salubri Warriors, Followers of Set get icons based on their pre-V5 state. The first three are replacing codersprites, and the fourth is because we don't seem to use the Ministry. Sprites by @Rosychu ## Why It's Good For The Game More bloodlines is honestly not fully necessary for some of them, but why have admins spend time doing discipline swaps when you could simply not? ## Changelog :cl: LucifersCoils, rosychu add: Added Banu Haqim Viziers, Dominate Malkavians, Tlacique, Ventrue antitribu, and Warrior Setites to clan selection image: Replaced the Harbingers of Skulls, Followers of Set, Samedi, and Salubri Warriors icons /:cl:
## About The Pull Request Removes the limitation on drinking from corpses, as it's not accurate to v20 ## Why It's Good For The Game lore accuracy ## Changelog :cl: del: removed the code preventing you from drinking from dead bodies. :cl:
…o darkpack-pull-4-11-2026
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yeagh