From f53081086a3acb0d5a128231395924042738640e Mon Sep 17 00:00:00 2001 From: Duck- Date: Sun, 16 Mar 2014 23:32:50 -0400 Subject: [PATCH 1/9] Update laser.dm Changes laser cannon fire delay to be 8 instead of 20. Doubling cannon damage. This makes it 2/3s more effective than the laser, instead of the laser being >2/3s more effective than the laser cannon. Prior to bay gun changes it was a full 2x as effective. I think this is a pretty good range? -Duck --- code/modules/projectiles/guns/energy/laser.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index f77dc8a6..0db5d303 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -71,7 +71,7 @@ obj/item/weapon/gun/energy/laser/retro origin_tech = "combat=4;materials=3;powerstorage=3" projectile_type = "/obj/item/projectile/beam/heavylaser" - fire_delay = 20 + fire_delay = 8 isHandgun() return 0 @@ -169,4 +169,4 @@ obj/item/weapon/gun/energy/laser/retro if(!power_supply) return 0 power_supply.give(100) update_icon() - return 1 \ No newline at end of file + return 1 From 8d79db52cfd82a3621f90d3db925c61d5bb9599b Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 00:54:14 -0400 Subject: [PATCH 2/9] Update beams.dm Bumps laser cannon damage back up to double a laser. Anything between 51-99 basically has the same function anyway, and bigger numbers are just nicer. Pulse still crits in two and can tear through walls, so I don't think it's a problem. And both are outdone by the sniper rifle, because stuns, crits in two, effortlessly orderable from cargo at round-start. I like to think cannons are meant for use against xenos, rogue mechs, wizards, etc and not usually normal humans. -Duck --- code/modules/projectiles/projectile/beams.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index d2838f5d..3d6e3527 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -93,7 +93,7 @@ var/list/beam_master = list() /obj/item/projectile/beam/heavylaser name = "heavy laser" icon_state = "heavylaser" - damage = 40 + damage = 80 /obj/item/projectile/beam/xray name = "xray beam" @@ -168,4 +168,4 @@ var/list/beam_master = list() damage = 60 stun = 5 weaken = 5 - stutter = 5 \ No newline at end of file + stutter = 5 From 28bca8c3aa909b2127ff87cbc394c58f413e1596 Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 02:17:01 -0400 Subject: [PATCH 3/9] Update special.dm Cuts plasma pistol total shots in half (Down to 5) in exchange for letting it shoot as fast as a submachine gun(Firedelay 0). Lowers weight-class so the pistol (it is a pistol.) is actually small and not the same size as a full laser. The aim is for a small, very deadly gun that only has enough charge to crit one person -if- you land every shot. Compare with the standard laser gun, which has enough to crit 3 people and gives you a lot more leeway to miss. Hoping for an effective, easy-to-use self-defense and/or concealed assassination-y type weapon. It feels silly when you're arming the crew against the wizard and can only give them fully automatic bulletguns or giant laser cannons. -Duck. --- code/modules/projectiles/guns/energy/special.dm | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 041e942a..d0de5240 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -200,7 +200,9 @@ obj/item/weapon/gun/energy/staff/focus desc = "A specialized firearm designed to fire lethal bolts of toxins." icon_state = "toxgun" fire_sound = 'sound/effects/stealthoff.ogg' - w_class = 3.0 + fire_delay = 0 + w_class = 2.0 + cell_type = "/obj/item/weapon/cell/crap" origin_tech = "combat=5;plasmatech=4" projectile_type = "/obj/item/projectile/energy/plasma" From 80d4ed5882738c89500d22b3ab65fe00b59b2935 Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 02:27:54 -0400 Subject: [PATCH 4/9] Update energy.dm Bumps radiation up to 40. Once rads go >100, it stuns them. Soo. Land three to stun, land 5 to kill. Laser is land three to kill. This shoots fast, but its range ensures that it'll be risky / near worthless at range against an armed opponent. It's really only good against someone you can get the drop on. Which I like. Maybe it should be land 4 to stun, land 5 to kill, though. For that, dial irradiate down to 30. Thoughts please. --- code/modules/projectiles/projectile/energy.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/projectile/energy.dm b/code/modules/projectiles/projectile/energy.dm index 0c528ef5..40df1167 100644 --- a/code/modules/projectiles/projectile/energy.dm +++ b/code/modules/projectiles/projectile/energy.dm @@ -64,7 +64,7 @@ icon_state = "energy" damage = 20 damage_type = TOX - irradiate = 20 + irradiate = 40 /obj/item/projectile/energy/electrode/instant name = "electrode" @@ -84,4 +84,4 @@ stutter = 10 */ agony = 70 - damage_type = HALLOSS \ No newline at end of file + damage_type = HALLOSS From 16be828ddd9f5217da43e5bcac2c6765c8f43bf0 Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 02:31:33 -0400 Subject: [PATCH 5/9] Update force.dm Wizard staff is currently a 20-damage laser that can do shrapnels and embeds and does a little knockback. This bumps it up to be on-par with a laser, plus the shrapnel and knockback. It is, of course, and always will be one of the weakest choices a wizard can make. Because you could just teleport into the armoury and steal their laser, or steal the captain's laser instead of wasting a precious spell-slot. But at least it's not a joke now. --- code/modules/projectiles/projectile/force.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/projectile/force.dm b/code/modules/projectiles/projectile/force.dm index 2fab1a4d..c238a616 100644 --- a/code/modules/projectiles/projectile/force.dm +++ b/code/modules/projectiles/projectile/force.dm @@ -2,7 +2,7 @@ name = "force bolt" icon = 'icons/obj/projectiles.dmi' icon_state = "ice_1" - damage = 20 + damage = 40 flag = "energy" embed = 1 @@ -27,4 +27,4 @@ throwdir = get_dir(src,target) M.throw_at(get_edge_target_turf(M, throwdir),15,1) return ..() -*/ \ No newline at end of file +*/ From 19c12e4c9135f9a0b81145d8d2696ca266333eb9 Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 02:50:10 -0400 Subject: [PATCH 6/9] Adds Chef's Special poison stolen from /vg/station You eat like five units and the poison is invisible. 150-180 ticks later, you drop dead instantly. You'll probably want to rename it / change the messages and maybe bump up the time it takes for someone to drop dead a bit, since if this gets added as a traitor item, I'm assuming more people than the chef will get it. It'd be great for the bartender, chef, botanist. Doctors. We can dump it in here without commenting it out because there's no way to get it right now. --- code/modules/reagents/Chemistry-Reagents.dm | 25 +++++++++++++++++++++ 1 file changed, 25 insertions(+) diff --git a/code/modules/reagents/Chemistry-Reagents.dm b/code/modules/reagents/Chemistry-Reagents.dm index 31c62ecb..ab24bdfc 100644 --- a/code/modules/reagents/Chemistry-Reagents.dm +++ b/code/modules/reagents/Chemistry-Reagents.dm @@ -1624,6 +1624,31 @@ datum ..() return + chefspecial + // Quiet and lethal, needs atleast 4 units in the person before they'll die + name = "Chef's Special" + id = "chefspecial" + description = "An extremely toxic chemical that will surely end in death." + reagent_state = LIQUID + color = "#CF3600" // rgb: 207, 54, 0 + custom_metabolism = 0.39 + + on_mob_life(var/mob/living/M as mob) + var/random = rand(150,180) + if(!M) M = holder.my_atom + if(!data) data = 1 + switch(data) + if(0 to 5) + ..() + if(data >= random) + if(M.stat != DEAD) + M.death(0) + M.attack_log += "\[[time_stamp()]\]Died a quick and painless death by Chef Excellence's Special Sauce." + data++ + return + + + toxin/minttoxin name = "Mint Toxin" id = "minttoxin" From 7f888433e0383ded5eaae1ffc09410d58dcdf00d Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 02:56:41 -0400 Subject: [PATCH 7/9] Should make damp rag smothering work. It was TOUCH, and the only chems that really do anything on TOUCH are acids. This turns the rag into a 5u reuseable autoinjector, which isn't really a big deal because autoinjectors are everywhere. This is just cooler and more flavorful. --- code/modules/detectivework/footprints_and_rag.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/detectivework/footprints_and_rag.dm b/code/modules/detectivework/footprints_and_rag.dm index e8a207ca..3e0018a5 100644 --- a/code/modules/detectivework/footprints_and_rag.dm +++ b/code/modules/detectivework/footprints_and_rag.dm @@ -30,7 +30,7 @@ /obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag) if(ismob(target) && target.reagents && reagents.total_volume) user.visible_message("\red \The [target] has been smothered with \the [src] by \the [user]!", "\red You smother \the [target] with \the [src]!", "You hear some struggling and muffled cries of surprise") - src.reagents.reaction(target, TOUCH) + src.reagents.reaction(target, INGEST) spawn(5) src.reagents.clear_reagents() return else @@ -50,4 +50,4 @@ return usr << "That's \a [src]." usr << desc - return \ No newline at end of file + return From 04ef26350d8a6c1e3c700d561a6f7c41e1d9067d Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 03:22:50 -0400 Subject: [PATCH 8/9] Preliminary loyalty-implant deculting changes Starts commented out so you can uncomment it after you turn it not-awful. I don't have a lot of faith in my code. --- .../objects/items/weapons/implants/implant.dm | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm index 72d9a860..9ad5c1d8 100644 --- a/code/game/objects/items/weapons/implants/implant.dm +++ b/code/game/objects/items/weapons/implants/implant.dm @@ -341,6 +341,30 @@ the implant may become unstable and either pre-maturely inject the subject or si ticker.mode:remove_revolutionary(H.mind) H << "\blue You feel a surge of loyalty towards Nanotrasen." return 1 +/* + implanted(mob/M) + if(!istype(M, /mob/living/carbon/human)) return 0 + var/mob/living/carbon/human/H = M + if(H.mind in ticker.mode:cult) + ticker.mode:remove_cultist(M.mind) + H << "\blue The implant robs you of your faith in Nar-Sie, leaving only obedience to NanoTrasen." + return 1 + +//Alternatively! This is the null-rod deconversion, if the above doesn't work. There's two things down there and I don't know if that's okay. +/* + if (M.stat !=2) + if((M.mind in ticker.mode.cult) && prob(33)) + M << "\red The power of [src] clears your mind of the cult's influence!" + user << "\red You wave [src] over [M]'s head and see their eyes become clear, their mind returning to normal." + ticker.mode.remove_cultist(M.mind) + for(var/mob/O in viewers(M, null)) + O.show_message(text("\red [] waves [] over []'s head.", user, src, M), 1) +*/ + + + +*/ + /obj/item/weapon/implant/adrenalin From 70b6334bf72832871693d3ba4ca620c50ffe107b Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 04:05:38 -0400 Subject: [PATCH 9/9] Preliminary drug-induced deculting. Uncomment if it's not awful. Notes from other admins that I think would be really cool? If a more experienced coder could make it so that cultists are only deculted and uncultable while the drug is in their system, and after it wears off, they become cultists again, that would be amazing. Thanks. Code was stolen straight from holy water, so it should work with reagents, but. There's an if already there and two things under a thing make me nervous. -Duck. --- .../Chemistry-Reagents-Antidepressants.dm | 39 +++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/code/modules/reagents/Chemistry-Reagents-Antidepressants.dm b/code/modules/reagents/Chemistry-Reagents-Antidepressants.dm index 0a722a43..53373c33 100644 --- a/code/modules/reagents/Chemistry-Reagents-Antidepressants.dm +++ b/code/modules/reagents/Chemistry-Reagents-Antidepressants.dm @@ -20,6 +20,18 @@ M << "\blue Your mind feels focused and undivided." ..() return + +/* on_mob_life(var/mob/living/M as mob) + if(ishuman(M)) + if((M.mind in ticker.mode.cult)) + M << "\red The drugs burn your thoughts...the visions stop...and the voices are no more. You are now deaf to the commands of Nar-Sie." + ticker.mode.remove_cultist(M.mind) + for(var/mob/O in viewers(M, null)) + O.show_message(text("\blue []'s eyes blink and become clearer.", M), 1) // So observers know it worked. + + return + +*/ /datum/chemical_reaction/methylphenidate name = "Methylphenidate" @@ -49,6 +61,19 @@ ..() return + +/* on_mob_life(var/mob/living/M as mob) + if(ishuman(M)) + if((M.mind in ticker.mode.cult)) + M << "\red The drugs burn your thoughts...the visions stop...and the voices are no more. You are now deaf to the commands of Nar-Sie." + ticker.mode.remove_cultist(M.mind) + for(var/mob/O in viewers(M, null)) + O.show_message(text("\blue []'s eyes blink and become clearer.", M), 1) // So observers know it worked. + + return + +*/ + /datum/chemical_reaction/citalopram name = "Citalopram" id = "citalopram" @@ -82,6 +107,20 @@ ..() return +/* on_mob_life(var/mob/living/M as mob) + if(ishuman(M)) + if((M.mind in ticker.mode.cult)) + M << "\red The drugs burn your thoughts...the visions stop...and the voices are no more. You are now deaf to the commands of Nar-Sie." + ticker.mode.remove_cultist(M.mind) + for(var/mob/O in viewers(M, null)) + O.show_message(text("\blue []'s eyes blink and become clearer.", M), 1) // So observers know it worked. + + return + +*/ + + + /datum/chemical_reaction/paroxetine name = "Paroxetine" id = "paroxetine"