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Few CTF changes. (#77533)
## About The Pull Request - Fixed that if you chose to press a cross while toggling instagib mode it will react as `Yes` instead of just canceling - Added description for assault class (with shotgun and rocket gloves) so you know that you have faster moving speed and lover armor. - Fixed that when you already chose a team and try to click on other teams spawners you'll be asked to consider other teams to make them equal. - Decreased time of recharge start delay from 20 seconds to 12, because when it takes soo much to regen your shield its just faster to die and respawn with a new one. - Added 1.7 scope to marksmans rifle. - Little cleanup. **Everything is arguable.** **Ask if something is unclear or confusing.** ## Why It's Good For The Game Less buggs, less wondering why do you die in 1 hit and others don't, a little bit of consistency. ## Changelog 🆑 qol: CTF assault class' (with shotgun and rocket gloves) description now mentions that it has low armor and increased moving speed. balance: Decreased CTF recharge start delay for shields from 20 seconds to 12 seconds. balance: Marksmans rifle now has 1.7 scope. fix: When toggling instagib mode for CTF and pressing a cross now will just cancel instead of proceeding. fix: When clicking on other CTF teams spawners and after you already chose your team no more will ask you to join some other team to make them even. /🆑
This commit is contained in:
@@ -587,7 +587,7 @@ GLOBAL_DATUM(everyone_a_traitor, /datum/everyone_is_a_traitor_controller)
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return
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var/datum/ctf_controller/ctf_controller = GLOB.ctf_games[selected_game]
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var/choice = tgui_alert(usr, "[ctf_controller.instagib_mode ? "Return to standard" : "Enable instagib"] mode?", "Instagib Mode", list("Yes", "No"))
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if(choice == "No")
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if(choice != "Yes")
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return
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ctf_controller.toggle_instagib_mode()
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message_admins("[key_name_admin(holder)] [ctf_controller.instagib_mode ? "enabled" : "disabled"] instagib mode in CTF game: [selected_game]")
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@@ -74,7 +74,7 @@
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/shotgun
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belt = null
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icon_state = "ctf_assaulter"
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class_description = "Close combat class. Armed with a shotgun and rocket gloves."
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class_description = "Close combat class. Armed with a shotgun and rocket gloves. Has significantly lower shield values due to higher moving speed."
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/datum/outfit/ctf/marksman
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name = "CTF Marksman (Solo)"
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@@ -83,7 +83,7 @@
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r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/marksman
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belt = null
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icon_state = "ctf_marksman"
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class_description = "Long range class. Armed with a hitscan laser rifle."
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class_description = "Long range class. Armed with a hitscan laser rifle with a scope."
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// RED TEAM CLASSES
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@@ -115,7 +115,7 @@
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if(user.ckey in enemy_team_members)
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to_chat(user, span_warning("No switching teams while the round is going!"))
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return FALSE
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if(friendly_team_members.len > enemy_team_members.len)
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else if(friendly_team_members.len > enemy_team_members.len)
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to_chat(user, span_warning("[team_color] has more team members than [team]! Try joining [team] team to even things up."))
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return FALSE
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return TRUE
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@@ -1,4 +1,3 @@
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// GENERIC PROJECTILE
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/obj/projectile/beam/ctf
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@@ -26,7 +25,6 @@
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_casing/laser/ctf
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projectile_type = /obj/projectile/beam/ctf/
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@@ -47,15 +45,12 @@
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_box/magazine/recharge/ctf/rifle
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ammo_type = /obj/item/ammo_casing/laser/ctf/rifle
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/obj/item/ammo_casing/laser/ctf/rifle
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projectile_type = /obj/projectile/beam/ctf/rifle
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/obj/projectile/beam/ctf/rifle
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damage = 45
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light_color = LIGHT_COLOR_BLUE
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@@ -85,13 +80,11 @@
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ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun
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max_ammo = 6
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/obj/item/ammo_casing/laser/ctf/shotgun
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projectile_type = /obj/projectile/beam/ctf/shotgun
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pellets = 6
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variance = 25
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/obj/projectile/beam/ctf/shotgun
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damage = 15
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light_color = LIGHT_COLOR_BLUE
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@@ -106,6 +99,10 @@
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman
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fire_delay = 1 SECONDS
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/scope, range_modifier = 1.7)
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/obj/item/ammo_box/magazine/recharge/ctf/marksman
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ammo_type = /obj/item/ammo_casing/laser/ctf/marksman
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max_ammo = 10
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@@ -131,16 +128,13 @@
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. = ..()
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AddElement(/datum/element/delete_on_drop)
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/obj/item/ammo_box/magazine/recharge/ctf/deagle
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ammo_type = /obj/item/ammo_casing/laser/ctf/deagle
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max_ammo = 7
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/obj/item/ammo_casing/laser/ctf/deagle
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projectile_type = /obj/projectile/beam/ctf/deagle
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/obj/projectile/beam/ctf/deagle
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icon_state = "bullet"
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damage = 60
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@@ -207,7 +201,7 @@
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///Icon state to be fed into the shielded component
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var/team_shield_icon = "shield-old"
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var/max_charges = 150
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var/recharge_start_delay = 20 SECONDS
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var/recharge_start_delay = 12 SECONDS
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var/charge_increment_delay = 1 SECONDS
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var/charge_recovery = 30
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var/lose_multiple_charges = TRUE
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@@ -229,7 +223,6 @@
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greyscale_config = /datum/greyscale_config/ctf_light
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greyscale_config_worn = /datum/greyscale_config/ctf_light/worn
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slowdown = -0.25
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max_charges = 30
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// RED TEAM GUNS
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@@ -249,7 +242,6 @@
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light_color = COLOR_SOFT_RED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/red
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
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@@ -265,7 +257,6 @@
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light_color = COLOR_SOFT_RED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/red
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/red
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@@ -282,7 +273,6 @@
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/red
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
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@@ -328,7 +318,6 @@
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icon_state = "bluelaser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/blue
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
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@@ -341,7 +330,6 @@
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/obj/projectile/beam/ctf/marksman/blue
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/blue
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
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@@ -374,7 +362,6 @@
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light_color = COLOR_VERY_PALE_LIME_GREEN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/green
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
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@@ -390,7 +377,6 @@
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light_color = COLOR_VERY_PALE_LIME_GREEN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/green
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/green
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@@ -407,7 +393,6 @@
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muzzle_type = /obj/effect/projectile/muzzle/xray
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impact_type = /obj/effect/projectile/impact/xray
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/green
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a green design."
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@@ -440,7 +425,6 @@
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light_color = COLOR_VERY_SOFT_YELLOW
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impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
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// Shotgun
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/obj/item/gun/ballistic/shotgun/ctf/yellow
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow
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@@ -456,7 +440,6 @@
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light_color = COLOR_VERY_SOFT_YELLOW
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impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
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// DMR
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/obj/item/gun/ballistic/automatic/laser/ctf/marksman/yellow
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accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow
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@@ -473,7 +456,6 @@
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muzzle_type = /obj/effect/projectile/muzzle/solar
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impact_type = /obj/effect/projectile/impact/solar
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// Instakill
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/obj/item/gun/energy/laser/instakill/ctf/yellow
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desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a yellow design."
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@@ -135,7 +135,7 @@
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var/datum/outfit/ctf/class = ctf_gear[key]
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var/datum/radial_menu_choice/option = new
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option.image = image(icon = initial(class.icon), icon_state = initial(class.icon_state))
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option.info = "<span class='boldnotice'>[initial(class.class_description)]</span>"
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option.info = span_boldnotice("[initial(class.class_description)]")
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display_classes[key] = option
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sort_list(display_classes)
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