secgun-- three types of rounds. lethal, lessthanlethal, flash. lethal
is midbullet2. ltl is weakbullet. flash is 5 brute and does not stun,
but it makes people who get hit by it and people within two tiles of the
tile hit get eyeflashed. the eyeflash is minor unless you score a
direct hit, but still disorienting i guess.
radiation fix: you once again pass out when you get completely
irradiated. the radiation burns damage and cloneloss that very rarely
happens with extremely heavy radiation poisoning was given a significant
buff. as in you'll actually notice it now. you'll notice it a lot.
made it so vamps don't have to breathe. intend to do some fixes.
intend to maybe give vamps a maybe 'pretend to be alive' verb that turns
their heart on and off. maybe. or maybe they'll just lose their
heartbeat. nobreathing is a first step maybe
mutagen fix. no more telekinetic pink braces.
bumped accuracy up a bit.
Reloadable lasers plus upgrade thing stuff. Tested, works. Not added
to game yet. Not twohanded yet-- maybe we should leave it onehanded?
Numbers for the laser are still up in the air. It's pretty neat. You
can load it with different types of lasers and stuff.
shotguns accurate up close. rapid accuracy drops after five tiles.
sniper rifles accuracybuffed. Added accuracy to modularguns, which are
now finished except for sprites. Energy weapons made slightly more
accurate than bulletweapons.
Buildable crossbows did not have sprites. They do now. It's hacky and
imperfect but works. Can now store drawn-back crossbows because die.
Forgot some = signs in the preferences_gear that was causing compiler
errors. Fix'd.
Burst delays last between 5 and 8 worldtimes, depending on just how
automatic your automatic is. Shut up. Actually coded this myself!
Kind of happy with it.
Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range. Cost bumped to 90. Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire. More things that light vamps on fire will be added
soon. Expecting nerfs from now on to be vamp counters instead of
ability nerfs.
Tweaks burstfire. Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D. Barely higher damage output/time than
normal laser. I timed it.
Added Lawgiver, added to R&D. Heavy research reqs. Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think. Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO. Shot myself and mobs a ton of times.
Unconsciousness is very rare. Pretty weak but very cool. Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus. It blasted you by 10-- that's enough to send you
literally offscreen. Downed to 5.
Nerfed chemsprayer more. It's now a huge item, w_class 5. Cannot be
backpacked. Cannot be bluespace backpacked. Totally forgot about
defibs. Will mess with later probably.
- Added wield-able guns
- All wielding procs and vars are located in /gun
- can_wield() by default returns 0, override this and add
toggle_wield(mob/user as mob) on a gun to enable wielding
- Shotguns now require two hands to be able to fire
- Added action button for Shotguns to toggle wielding
RIGHT.
Adds in Energy Pistols
Adds in Rifles as a new group of things, with the limitations described.
Adds in sprites for the on_back slots.
Adds the canesword + sprites.
Adds the syndicate masquarade boxes.