Commit Graph
89 Commits
Author SHA1 Message Date
Duck- dcacd65b3f Bugfix part two because I'm dumb?
Fixes crossbows.  Woops.  Turns out I rebroke their sprites and then
fixed it and then I undid the fix because.
2014-08-19 20:39:06 -04:00
Duck- 4aeffad09c Fixes.
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.
2014-08-16 19:56:16 -04:00
Duck- e3e1160214 Defib, vox fix, burst/lawgiver bugfixes
Vox no longer die to death as soon as they inhale any O2.  It's still
painful, but not as painful.
Defib added.  After someone dies of suffocation, you have five minutes
to give them the zap.  Works better on nakeds.  Works poorly on clothed
and armoreds.
Detective revolver nerf.  Because die.
2014-08-15 17:41:05 -04:00
Duck- bd6848c958 Actually fixes burst delay.
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.
2014-08-15 04:37:53 -04:00
Duck- 9900cc4d40 Vamp nerfs and other things.
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.
2014-08-15 01:57:57 -04:00
Duck- b880c5fa50 Burstfire part two
Burst toggles added.  Added a burstfire x-ray laser that's only
marginally deadlier than the normal laser.  But.  It is cool.
2014-08-14 22:57:18 -04:00
Duck- 452d3177fc Burstfire part one.
I won't be here today and this is for Sue to mess with okay.  There's
still some work to be done.
2014-08-14 12:00:14 -04:00
Duck- e87b5cc224 Bumps SMG bullets to something not stupid.
18 per gun.  36 per box.  Not 30.  Die.
2014-08-14 01:20:26 -04:00
Duck- 76a9f12de7 Gunfixes, improved conversion code. No mutiny.
No mutinies at all.  Rest in peace.
Reduces handgun weightclass back to 3.  Pulse rifle firedelay dropped to
8 from 25.  Fires comparably to laser cannon.  Cult conversion resist
added.
2014-08-09 13:20:03 -04:00
Duck- 6401e62001 Vamp weaknesses
Vampire weaknesses added.  Null rod and holy water.
2014-08-07 18:09:26 -04:00
Duck- f0ba88e7c6 Mostly guns changes.
Stun revolver now fires electrode/high, like all other tasers.
Temperature gun revamped.  Utility weapon.  Gives people major slowdown
and some burns.  Dangerous against civilians, but honestly less than
someone with a laser.  Great utility.  Intended for xenobio.
Energy crossbow changed to stun in two instead of stun in three.  Pretty
powerful now.
Decloner buildable.  Does 40 cloneloss, 40 radiation.
Chemsprayer- cranked up research levels required bigtime.  Now needs
plasmas to build.
Mech teleporter enabled because why not.
Diamond pickaxe r&d design commented out.
Sprite added for battery-less baton.  Adding code is trickier and I'm
too lazy right now, so just the sprite is in.
2014-08-06 18:56:31 -04:00
SoundScopes dd14126db8 On-mob sprite fix
- Fixed energy/rifle/gun now has a sprite on mob when in hand.
2014-08-02 16:51:27 +01:00
SoundScopes 01170c4138 Info
To be more clear with wielding guns
2014-07-10 14:28:29 +01:00
SoundScopes 03826ab763 Bug fix
- Removal of debug message at start of delta level
- offhand weapons don't drop the offhand sprite anymore.
2014-07-09 16:34:08 +01:00
skull132 7973c9f7b7 Custom Items 08JUL2014
Added items for Keinto and Majestic.
2014-07-08 21:58:28 +03:00
SoundScopes 2e27a4ab2b Fixed Auto-Traitor, Emotes for pAIs, Sprite Fix, Spider Nerf
- Removed Implanted personel from traitor list
- Added AFK check for traitors - replaces one traitor every roll if a
traitor has gone AFK
- Added temp debug messages in autotraitor to ensure above function
works as intended
- Added spawn limit on giant spiders. Once the limit(20) is reached,
spiderlings will be unable to spawn into giant spiders. When the total
number of alive giant spiders goes below the limit-2 (18), spiderlings
will be able to grow into giant spiders again.
- Added option for when an admin spawns spiders from the secrets menu to
disable the spawn limit on spiders. Option only appears if the limit has
not been bypassed yet.
- Added pAI's can now emote -Requested by Dalek-
- Fixed Advanced Energy Gun Sprite
2014-07-05 12:30:23 +01:00
SoundScopes e8f757984e Removed unneeded overrides
Removed debug message
Removed unneeded overrides
2014-06-30 05:55:46 +01:00
SoundScopes 4acde1b22a Changed Wielding Guns
- 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
2014-06-30 05:08:44 +01:00
skull132 9f4e1868ed Merge pull request #133 from skull132/master
Update 26JUN2014
2014-06-26 16:54:18 +03:00
skull132 bd85415034 Bay Update 26JUN2014 2014-06-26 16:51:39 +03:00
SoundScopes 0ae4dbefe5 Hot Fix
- Added security level presets to the ID Computer.
- Fixed a bug where you could equip your offhand in an item slot.
2014-06-21 22:11:34 +01:00
SoundScopes e2bd01ed80 Bug Fix
- Fixed bug where a second gun would spawn on-mob in offhand
- Rifle Icons now change based on charge level
- Fixed bug where the sniper wouldn't remove the offhand icon when
dropped
2014-06-21 17:54:26 +01:00
skull132 f95ab265c1 Bay Update 02 2014-06-04 18:20:49 +03:00
skull132 6d192181ea Baystation Update Merge 01
Mahoosive update. A lot of things.
2014-04-16 23:54:43 +03:00
skull132 53f86b72e0 Rad crossbow
Radiation crossbow updated, hopefully less OP.
2014-04-15 20:29:34 +03:00
skull132 8bf0661784 Rifles update
Switching now a verb
2014-04-15 20:29:19 +03:00
skull132 45305fd2d3 Fixing switchable rifles
Fixes for the pulse rifle and energyrifle, changes the proc to a verb. Need to see if this actually works.
2014-04-15 10:57:48 +03:00
skull132 ef85af31a9 Advanced egun
Simple fix for the icon.
2014-04-07 22:18:40 +03:00
skull132 9206223056 Energy Rifle and Advanced Egun
Adds the Energy Rifle, and modified the Advanced Egun to be a rifle.
2014-04-07 19:07:21 +03:00
skull132 92a3713f86 Rifles update, mostly. Also sprites. 2014-03-22 15:37:15 +02:00
skull132 2b87ad1cf7 Laser Rifle charge count
Laser rifle charge count upped to 20. Enjoy.
2014-03-18 17:50:24 +02:00
skull132 7feac7529a Rifle holding fix
Fixed the issue of rifle sprites not updating with drain.
2014-03-18 17:40:49 +02:00
skull132 e439cbc228 Energy Weapons + Traitor things
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.
2014-03-18 16:04:46 +02:00
Duck- 16be828ddd 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.
2014-03-17 02:31:33 -04:00
Duck- 80d4ed5882 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.
2014-03-17 02:27:54 -04:00
Duck- 28bca8c3aa 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.
2014-03-17 02:17:01 -04:00
Duck- 8d79db52cf 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
2014-03-17 00:54:14 -04:00
Duck- f53081086a 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
2014-03-16 23:32:50 -04:00
skull132 a8d9450c7e Initial Commit 2014-03-11 09:03:52 +02:00