From 4d3fb12c64f2f337f1008f5105a46bad16e85e20 Mon Sep 17 00:00:00 2001 From: Matt Atlas Date: Thu, 1 Dec 2022 14:30:28 +0100 Subject: [PATCH] Nerfs 762, 556, midlasers, specialised armour, personal shields and stims. (#15002) --- code/__defines/armor.dm | 19 +++---- code/game/machinery/recharger.dm | 3 +- .../objects/items/devices/personal_shield.dm | 32 ++++++------ .../objects/items/weapons/vaurca_items.dm | 4 +- code/modules/clothing/head/helmet.dm | 2 +- code/modules/clothing/head/misc.dm | 2 +- .../clothing/spacesuits/rig/suits/light.dm | 4 +- .../clothing/spacesuits/rig/suits/skrell.dm | 2 +- code/modules/clothing/suits/armor.dm | 18 +++---- code/modules/clothing/suits/modular_armor.dm | 4 +- .../clothing/under/accessories/armor.dm | 8 +-- .../mob/living/carbon/human/human_movement.dm | 4 -- code/modules/organs/organ_external.dm | 2 +- code/modules/projectiles/projectile/beams.dm | 8 +-- .../modules/projectiles/projectile/bullets.dm | 22 ++++----- .../Chemistry-Reagents-Medicine.dm | 49 +++++++++++++++++++ .../reagents/reagent_containers/hypospray.dm | 2 +- html/changelogs/mattatlas-alikesupreme.yml | 44 +++++++++++++++++ 18 files changed, 162 insertions(+), 67 deletions(-) create mode 100644 html/changelogs/mattatlas-alikesupreme.yml diff --git a/code/__defines/armor.dm b/code/__defines/armor.dm index 2cfd59ce99a..b40ef5ac89d 100644 --- a/code/__defines/armor.dm +++ b/code/__defines/armor.dm @@ -6,29 +6,30 @@ #define ARMOR_BALLISTIC_MINOR 10 #define ARMOR_BALLISTIC_SMALL 25 -#define ARMOR_BALLISTIC_PISTOL 30 //Blocks holdout and normal pistol ammo +#define ARMOR_BALLISTIC_PISTOL 30 #define ARMOR_BALLISTIC_MEDIUM 40 -#define ARMOR_BALLISTIC_CARBINE 45 -#define ARMOR_BALLISTIC_REVOLVER 50 //Blocks antag revolver rounds. -#define ARMOR_BALLISTIC_RIFLE 60 //Blocks rifle rounds. -#define ARMOR_BALLISTIC_AP 75 //Blocks basically almost every caliber except superheavy ones. +#define ARMOR_BALLISTIC_CARBINE 45 //Reduces polymer round damage to 15.3. +#define ARMOR_BALLISTIC_REVOLVER 50 //Reduces 357 round damage to 14. +#define ARMOR_BALLISTIC_RIFLE 55 //Used by security ballistic armour. Drops 762 down to 18.5 damage. +#define ARMOR_BALLISTIC_MAJOR 60 +#define ARMOR_BALLISTIC_AP 75 #define ARMOR_BALLISTIC_HEAVY 100 #define ARMOR_LASER_MINOR 10 #define ARMOR_LASER_SMALL 25 #define ARMOR_LASER_KEVLAR 30 -#define ARMOR_LASER_PISTOL 35 //Minimum required to block e-pistols. +#define ARMOR_LASER_PISTOL 35 #define ARMOR_LASER_MEDIUM 40 -#define ARMOR_LASER_RIFLE 45 //Minimum required to block las-rifles. +#define ARMOR_LASER_RIFLE 45 //Used by security ablatives. Drops midlasers down to 13.5 damage. #define ARMOR_LASER_MAJOR 55 #define ARMOR_LASER_AP 70 #define ARMOR_LASER_HEAVY 100 #define ARMOR_MELEE_MINOR 5 #define ARMOR_MELEE_SMALL 10 -#define ARMOR_MELEE_KNIVES 15 //Blocks most knives +#define ARMOR_MELEE_KNIVES 15 #define ARMOR_MELEE_KEVLAR 25 -#define ARMOR_MELEE_RESISTANT 30 //Blocks large weapons like swords and toolboxes +#define ARMOR_MELEE_RESISTANT 30 #define ARMOR_MELEE_MAJOR 50 #define ARMOR_MELEE_VERY_HIGH 70 #define ARMOR_MELEE_SHIELDED 100 diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 978409a75b4..11cd5858eda 100644 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -22,7 +22,8 @@ /obj/item/device/flashlight/survival, /obj/item/clothing/mask/smokable/ecig, /obj/item/inductive_charger/handheld, - /obj/item/auto_cpr + /obj/item/auto_cpr, + /obj/item/device/personal_shield ) var/icon_state_charged = "recharger100" var/icon_state_charging = "recharger" diff --git a/code/game/objects/items/devices/personal_shield.dm b/code/game/objects/items/devices/personal_shield.dm index 243c6380db9..08c89331f62 100644 --- a/code/game/objects/items/devices/personal_shield.dm +++ b/code/game/objects/items/devices/personal_shield.dm @@ -1,35 +1,38 @@ /obj/item/device/personal_shield name = "personal shield" - desc = "Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots." + desc = "Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots. Comes with a power cell and can be recharged in a recharger." icon = 'icons/obj/personal_shield.dmi' icon_state = "personal_shield" item_state = "personal_shield" contained_sprite = TRUE slot_flags = SLOT_BELT - w_class = ITEMSIZE_LARGE + w_class = ITEMSIZE_NORMAL action_button_name = "Toggle Shield" - var/next_recharge - var/uses = 5 + var/obj/item/cell/cell + var/charge_per_shot = 200 + var/upkeep_cost = 2 var/obj/aura/personal_shield/device/shield /obj/item/device/personal_shield/examine(mob/user, distance) ..() if(Adjacent(user)) - to_chat(user, SPAN_NOTICE("\The [src] can absorb [uses] more shot\s.")) + to_chat(user, SPAN_NOTICE("\The [src] has [cell.charge] charge remaining. Shield upkeep costs [upkeep_cost] charge, and blocking a shot costs [charge_per_shot] charge.")) /obj/item/device/personal_shield/Initialize() . = ..() + cell = new(src) + cell.charge = cell.maxcharge //1000 charge START_PROCESSING(SSprocessing, src) +/obj/item/device/personal_shield/get_cell() + return cell + /obj/item/device/personal_shield/process() - if(next_recharge < world.time) - uses = min(5, uses + 1) - if(uses == 1) - update_icon() - next_recharge = world.time + 1 MINUTE + if(shield) + cell.use(upkeep_cost) /obj/item/device/personal_shield/attack_self(mob/living/user) - if(uses && !shield) + if(cell.charge && !shield) shield = new /obj/aura/personal_shield/device(user) shield.added_to(user) shield.set_shield(src) @@ -48,15 +51,15 @@ return ..() /obj/item/device/personal_shield/proc/take_charge() - uses-- - if(!uses) + cell.use(charge_per_shot) + if(cell.percent() == 0) to_chat(shield.user, FONT_LARGE(SPAN_WARNING("\The [src] begins to spark as it breaks!"))) QDEL_NULL(shield) update_icon() return /obj/item/device/personal_shield/update_icon() - if(uses && shield) + if(cell.charge && shield) icon_state = "[initial(icon_state)]_on" item_state = "[initial(item_state)]_on" else @@ -66,6 +69,7 @@ /obj/item/device/personal_shield/Destroy() dissipate() STOP_PROCESSING(SSprocessing, src) + QDEL_NULL(cell) return ..() /obj/item/device/personal_shield/proc/dissipate() diff --git a/code/game/objects/items/weapons/vaurca_items.dm b/code/game/objects/items/weapons/vaurca_items.dm index b823fb2c23e..c422d7b5f7b 100644 --- a/code/game/objects/items/weapons/vaurca_items.dm +++ b/code/game/objects/items/weapons/vaurca_items.dm @@ -306,7 +306,7 @@ icon = 'icons/obj/vaurca_items.dmi' icon_state = "commando" item_state = "commando" - desc = "A design perfected by the Zo'ra, this armor is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection." + desc = "A design perfected by the Zo'ra, this armor is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection." species_restricted = list(BODYTYPE_VAURCA) armor = list( @@ -319,7 +319,7 @@ ) /obj/item/clothing/head/helmet/space/void/commando name = "commando helmet" - desc = "A design perfected by the Zo'ra, this helmet is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection." + desc = "A design perfected by the Zo'ra, this helmet is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection." contained_sprite = 1 icon = 'icons/obj/vaurca_items.dmi' icon_state = "helm_commando" diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 3b5de5db5c9..8642b9cbf0f 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -138,7 +138,7 @@ item_state = "helm_ballistic" armor = list( melee = ARMOR_MELEE_MINOR, - bullet = ARMOR_BALLISTIC_AP, + bullet = ARMOR_BALLISTIC_RIFLE, laser = ARMOR_LASER_SMALL, bomb = ARMOR_BOMB_PADDED ) diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 0b217c57498..4d441e39d81 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -588,7 +588,7 @@ armor = list( melee = ARMOR_MELEE_MAJOR, bullet = ARMOR_BALLISTIC_MEDIUM, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_SMALL, bomb = ARMOR_BOMB_PADDED ) diff --git a/code/modules/clothing/spacesuits/rig/suits/light.dm b/code/modules/clothing/spacesuits/rig/suits/light.dm index 0e3e264305e..393e016fe12 100644 --- a/code/modules/clothing/spacesuits/rig/suits/light.dm +++ b/code/modules/clothing/spacesuits/rig/suits/light.dm @@ -10,7 +10,7 @@ armor = list( melee = ARMOR_MELEE_MAJOR, bullet = ARMOR_BALLISTIC_SMALL, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_MELEE_MINOR, bomb = ARMOR_BOMB_PADDED ) @@ -186,7 +186,7 @@ armor = list( melee = ARMOR_MELEE_MAJOR, bullet = ARMOR_BALLISTIC_SMALL, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_SMALL, bomb = ARMOR_BOMB_PADDED, bio = ARMOR_BIO_SMALL, diff --git a/code/modules/clothing/spacesuits/rig/suits/skrell.dm b/code/modules/clothing/spacesuits/rig/suits/skrell.dm index 13faa4f664b..a27a2ed4610 100644 --- a/code/modules/clothing/spacesuits/rig/suits/skrell.dm +++ b/code/modules/clothing/spacesuits/rig/suits/skrell.dm @@ -59,7 +59,7 @@ armor = list( melee = ARMOR_MELEE_VERY_HIGH, bullet = ARMOR_BALLISTIC_RIFLE, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_STRONG, bomb = ARMOR_BOMB_RESISTANT, bio = ARMOR_BIO_SHIELDED, diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 5ed00144c36..7d52f2279b8 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -119,7 +119,7 @@ armor = list( melee = ARMOR_MELEE_RESISTANT, bullet = ARMOR_BALLISTIC_MEDIUM, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED, bio = ARMOR_BIO_SHIELDED, @@ -206,7 +206,7 @@ armor = list( melee = ARMOR_MELEE_KNIVES, bullet = ARMOR_BALLISTIC_MEDIUM, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_SMALL, bomb = ARMOR_BOMB_PADDED ) @@ -265,7 +265,7 @@ armor = list( melee = ARMOR_MELEE_KNIVES, bullet = ARMOR_BALLISTIC_PISTOL, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_SMALL, bomb = ARMOR_BOMB_PADDED ) @@ -433,7 +433,7 @@ armor = list( melee = ARMOR_MELEE_RESISTANT, bullet = ARMOR_BALLISTIC_RIFLE, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_RESISTANT, bomb = ARMOR_BOMB_PADDED ) @@ -498,8 +498,8 @@ item_state = "hegemony_armor" armor = list( melee = ARMOR_MELEE_VERY_HIGH, - bullet = ARMOR_BALLISTIC_MEDIUM, - laser = ARMOR_LASER_MAJOR, + bullet = ARMOR_BALLISTIC_PISTOL, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED ) @@ -518,7 +518,7 @@ armor = list( melee = ARMOR_MELEE_VERY_HIGH, bullet = ARMOR_BALLISTIC_PISTOL, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED, rad = ARMOR_RAD_RESISTANT @@ -571,7 +571,7 @@ armor = list( melee = ARMOR_MELEE_VERY_HIGH, bullet = ARMOR_BALLISTIC_MEDIUM, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_RESISTANT, bomb = ARMOR_BOMB_PADDED ) @@ -586,7 +586,7 @@ armor = list( melee = ARMOR_MELEE_KNIVES, bullet = ARMOR_BALLISTIC_PISTOL, - laser = ARMOR_LASER_MAJOR, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_SMALL, bomb = ARMOR_BOMB_PADDED ) diff --git a/code/modules/clothing/suits/modular_armor.dm b/code/modules/clothing/suits/modular_armor.dm index 019877a730a..bb8a5cdc7fb 100644 --- a/code/modules/clothing/suits/modular_armor.dm +++ b/code/modules/clothing/suits/modular_armor.dm @@ -125,7 +125,7 @@ item_state = "plate_ballistic" armor = list( melee = ARMOR_MELEE_RESISTANT, - bullet = ARMOR_BALLISTIC_AP, + bullet = ARMOR_BALLISTIC_RIFLE, laser = ARMOR_LASER_MINOR, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED @@ -154,7 +154,7 @@ armor = list( melee = ARMOR_MELEE_MINOR, bullet = ARMOR_BALLISTIC_MINOR, - laser = ARMOR_LASER_AP, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_RESISTANT ) slowdown = 1 diff --git a/code/modules/clothing/under/accessories/armor.dm b/code/modules/clothing/under/accessories/armor.dm index cf7838b1f39..6e71adcef03 100644 --- a/code/modules/clothing/under/accessories/armor.dm +++ b/code/modules/clothing/under/accessories/armor.dm @@ -34,7 +34,7 @@ armor = list( melee = ARMOR_MELEE_MINOR, bullet = ARMOR_BALLISTIC_MINOR, - laser = ARMOR_LASER_AP, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_RESISTANT ) siemens_coefficient = 0 @@ -46,7 +46,7 @@ item_state = "legguards_ballistic" armor = list( melee = ARMOR_MELEE_RESISTANT, - bullet = ARMOR_BALLISTIC_AP, + bullet = ARMOR_BALLISTIC_RIFLE, laser = ARMOR_LASER_MINOR, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED @@ -143,7 +143,7 @@ armor = list( melee = ARMOR_MELEE_MINOR, bullet = ARMOR_BALLISTIC_MINOR, - laser = ARMOR_LASER_AP, + laser = ARMOR_LASER_RIFLE, energy = ARMOR_ENERGY_RESISTANT ) siemens_coefficient = 0 @@ -155,7 +155,7 @@ item_state = "armguards_ballistic" armor = list( melee = ARMOR_MELEE_RESISTANT, - bullet = ARMOR_BALLISTIC_AP, + bullet = ARMOR_BALLISTIC_RIFLE, laser = ARMOR_LASER_MINOR, energy = ARMOR_ENERGY_MINOR, bomb = ARMOR_BOMB_PADDED diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index b3823ad0f3b..739a8c69060 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -31,10 +31,6 @@ tally += species.handle_movement_tally(src) - if (can_feel_pain()) - if(shock_stage >= 10) - tally += 3 - if(is_asystole()) tally += 10 //heart attacks are kinda distracting diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index f51824d7108..5fb9308edd8 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -366,7 +366,7 @@ if(sharp) organ_damage_threshold *= 0.5 if(laser) - organ_damage_threshold *= 2 + organ_damage_threshold *= 1.25 if(!(cur_damage + damage_amt >= max_damage) && !(damage_amt >= organ_damage_threshold)) return FALSE diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 1f223521a8c..3defd90e9ca 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -44,8 +44,8 @@ impact_type = /obj/effect/projectile/impact/hegemony /obj/item/projectile/beam/midlaser - damage = 35 - armor_penetration = 10 + damage = 30 + armor_penetration = 15 /obj/item/projectile/beam/midlaser/skrell armor_penetration = 0 @@ -55,8 +55,8 @@ armor_penetration = 20 /obj/item/projectile/beam/noctiluca - damage = 25 - armor_penetration = 25 + damage = 20 + armor_penetration = 28 /obj/item/projectile/beam/noctiluca/armor_piercing name = "concentrated laser" diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 7f48bb38e91..f3b2bc8455c 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -137,7 +137,7 @@ /obj/item/projectile/bullet/pistol/revolver damage = 40 - armor_penetration = 10 + armor_penetration = 15 /obj/item/projectile/bullet/pistol/rubber //"rubber" bullets name = "rubber bullet" @@ -150,7 +150,7 @@ /obj/item/projectile/bullet/shotgun name = "slug" - damage = 65 + damage = 55 /obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets name = "beanbag" @@ -207,23 +207,23 @@ penetrating = FALSE /obj/item/projectile/bullet/rifle/a762 - damage = 40 - armor_penetration = 20 + damage = 35 + armor_penetration = 22 penetrating = TRUE /obj/item/projectile/bullet/rifle/a556 - damage = 40 - armor_penetration = 15 + damage = 30 + armor_penetration = 26 penetrating = FALSE /obj/item/projectile/bullet/rifle/a556/ap - damage = 35 - armor_penetration = 40 + damage = 25 + armor_penetration = 45 penetrating = TRUE /obj/item/projectile/bullet/rifle/a556/polymer - damage = 25 - armor_penetration = 30 + damage = 24 + armor_penetration = 32 penetrating = FALSE /obj/item/projectile/bullet/rifle/a145 @@ -276,7 +276,7 @@ weaken = 0 drowsy = 0 eyeblur = 0 - damage_type = TOX + damage_type = BRUTE speed = 0.3 /obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm index c1fb5fc56d9..7686f814599 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm @@ -1575,3 +1575,52 @@ metabolism_min = 0.5 breathe_mul = 0 goodmessage = list("You feel strange, in a good way.") + +/decl/reagent/kilosemine + name = "Kilosemine" + description = "An illegal stimulant, known by specialists for its properties that somehow mix the effects of Synaptizine and Hyperzine without the immediate side \ + effects. It is unknown how and where this chemical was created; some speculate that it was created in Fisanduh for use by radical terrorist cells." + reagent_state = SOLID + scannable = TRUE + color = "#EE4B2B" + overdose = 15 + metabolism = REM * 3 //0.6 units per tick + taste_description = "pure alcohol" + +/decl/reagent/kilosemine/affect_blood(var/mob/living/carbon/M, var/alien, var/removed, var/datum/reagents/holder) + M.drowsiness = max(M.drowsiness - 5, 0) + M.AdjustStunned(-1) + M.AdjustWeakened(-1) + M.hallucination = max(0, M.hallucination - 10) + M.eye_blurry = max(M.eye_blurry - 5, 0) + M.confused = max(M.confused - 10, 0) + +/decl/reagent/kilosemine/affect_chem_effect(var/mob/living/carbon/M, var/alien, var/removed) + . = ..() + if(.) + M.add_chemical_effect(CE_SPEEDBOOST, 1) + M.add_chemical_effect(CE_CLEARSIGHT) + M.add_chemical_effect(CE_STRAIGHTWALK) + M.add_chemical_effect(CE_PAINKILLER, 30) + M.add_chemical_effect(CE_HALLUCINATE, -1) + M.add_up_to_chemical_effect(CE_ADRENALINE, 1) + +/decl/reagent/kilosemine/overdose(mob/living/carbon/M, alien, removed, scale, datum/reagents/holder) + if(!ishuman(M)) + return + var/mob/living/carbon/human/H = M + if(prob(H.chem_doses[type] / 2)) + to_chat(H, SPAN_WARNING(pick("You feel like you're on limited time...", "Something in the left side of your chest feels like it's bursting!", + "You feel like today is your last day, and you should make it count..."))) + if(prob(H.chem_doses[type] / 3)) + if(prob(75)) + H.emote(pick("twitch", "shiver")) + else + if(prob(50)) + to_chat(H, SPAN_DANGER("Your joints lock up!")) + H.AdjustParalysis(3) + else + var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART] + if(heart) + to_chat(H, SPAN_DANGER("Your heart skips a beat and screams out in pain!")) + heart.take_internal_damage(10) diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index 46636610518..db227e47335 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -308,7 +308,7 @@ armorcheck = FALSE time = 0 - reagents_to_add = list(/decl/reagent/oxycomorphine = 5, /decl/reagent/synaptizine = 5, /decl/reagent/hyperzine = 5, /decl/reagent/arithrazine = 5) + reagents_to_add = list(/decl/reagent/kilosemine = 10) /obj/item/reagent_containers/hypospray/combat/empty name = "combat hypospray" diff --git a/html/changelogs/mattatlas-alikesupreme.yml b/html/changelogs/mattatlas-alikesupreme.yml new file mode 100644 index 00000000000..2e7e9978830 --- /dev/null +++ b/html/changelogs/mattatlas-alikesupreme.yml @@ -0,0 +1,44 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +# balance +# admin +# backend +# security +# refactor +################################# + +# Your name. +author: MattAtlas + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - balance: "Damage values of 7.62, 5.56 and midlasers have been all nerfed." + - balance: "Security's ballistic and ablative armour have been heavily nerfed. They now only block around 5 more damage, instead of blocking over half." + - balance: "Combat stims' chems have been compacted into one new chem, Kilosemine, with increased metabolisation rate (0.6u/tick) and without the effects of Oxycomorphine. Combat hyposprays start with ten units, which can be spread out across two injections." + - balance: "Personal shields no longer recharge on their own. They have a cell, which can be recharged and cannot be manually replaced. Passive upkeep is 2 charge every 2 seconds or so, whereas blocking a bullet is 200 charge per shot. Their size has been reduced to normal, so they can fit in backpacks."