Commit Graph

30 Commits

Author SHA1 Message Date
SkyratBot 4b78c15fde [MIRROR] Adds The Hand of Midas, an ancient Egyptian gun. [MDB IGNORE] (#24105)
* Adds The Hand of Midas, an ancient Egyptian gun. (#78699)

## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.

This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.

It's a little hard to explain in text so here's some video examples:

https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995

https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975

https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83

## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.

![image](https://github.com/tgstation/tgstation/assets/66052067/7c930287-410d-43bd-8731-0f7224b9f049)
## Changelog
🆑 Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/🆑

* Adds The Hand of Midas, an ancient Egyptian gun.

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2023-10-03 22:00:40 -07:00
SkyratBot 3b85cf1430 [MIRROR] Addiction rework (#3445)
* Addiction rework

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:26:44 +00:00
SkyratBot b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
kevinz000 6dc2f47411 better idea 2020-02-18 03:59:28 -07:00
kevinz000 8d16c25825 these need ids 2020-02-18 00:06:12 -07:00
kevinz000 1c0b764dcf no more ids 2020-02-18 00:04:16 -07:00
kevinz000 7e09ac0036 datums and shit 2020-01-09 18:55:16 -08:00
Emmett Gaines 6ffc35a83b Converts gravity slowdown into a movespeed mod and removes movement_delay() (#47808)
Gravity still needs a rewrite but at least it's a speed modification now.

EDIT: And now it's the last one, goodbye movement_delay()!

cl ninjanomnom
fix: Gravity slowdown applies to all mobs instead of just humanoids
tweak: If you're floating in high gravity somehow you're no longer slowed down
/cl
2019-11-17 13:21:31 +13:00
Emmett Gaines 70cc9d71c1 Migrates equipment slowdown to a movespeed mod (#47782) 2019-11-16 05:28:51 -08:00
Emmett Gaines 75c981b66a Converts slowdown from lacking limbs into a movespeed modifier (#47761)
* Converts slowdown from lacking limbs into a movespeed modifier

* Losing arms only slows you down if you have no legs
2019-11-14 21:37:54 +01:00
Emmett Gaines d8d1abadd1 Grab movespeed modifier (#47728)
* Migrates grab move delay to a movemod

Doesn't work until all grab state changes are hooked in

* Replaces grab_state sets with proc

`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives

* Catches a missed increment and fixes a bug
2019-11-13 03:30:28 -08:00
MacBlaze1 3000418c4d Lenturi slowdown healing itchiyuri replacement chem (#46546)
* slowdown burn damage healing

Heals burn damage by the amount of slowdown you have. Every damage over 40 / 25 basically

* small indentation fix

* Update cat2_medicine_reagents.dm

* fixed undefines

* Update medical.dm

* adds sanity slowdown healing

more insane, more healing

* slowdown healing

* Update cat2_medicine_reagents.dm

* Update cat2_medicine_reagents.dm

* Update cat2_medicine_reagents.dm

* Update cat2_medicine_reagents.dm

* oops what an idiot i am

* design changes

* Update cat2_medicine_reagents.dm

* oops

* organ damage at the end of use

* merge conflict fix #1

* stomach damage from 2 to 0.5

* Update cat2_medicine_reagents.dm

* Update cat2_medicine_reagents.dm
2019-10-06 01:46:55 -04:00
Rob Bailey 31a8f62875 Changes some legacy movespeed systems to modifier movespeed (#46334)
* Some migrated movespeed changes (+9 squashed commit)

Squashed commit:

[1feabda2b4] temperature fix

[f2e851b32b] hunger slowdown fixes

[7988aab191] damage modifier fixes

[7ceb081c5e] fixes

[8a47f36f41] fixes

[29b06afdaa] damage slowdown

[99397f4f9e] hungry

[90c20b828e] cold

[53d568b9fb] fat

* fixes ethereal code

* refactors and fixes

* different damage handling

* yes

* another
2019-09-22 20:05:19 +02:00
MacBlaze1 3021c27f35 Resubmmited alternate PR for Pepperspray rework, Fucked up my repo (#46342)
* Fuck Git pushing and Fuck Git pulling

PR machine broke, had to resubmit

* Update food_reagents.dm

* Major fixes and error fixes for nemvar

* fixed a missing type path part

* expanded scope of protection while increasing protection needed

* spacing error

* adds new variable, pepperproof to check for immunity to pepperspray

* adds another protection variable EYESPEPPERPROOF

* Revert "adds another protection variable EYESPEPPERPROOF"

This reverts commit b9f3682f7c47a157008d565620f8cdcffece145a.

* fixes and reverts to better and easier time

* small formatting fixes

* null checking

* Update living_defense.dm
2019-09-07 20:21:12 -04:00
skoglol 86839addb9 Pulling lockers now slow you down. (#46216)
Pulling lockers now slow you down.
2019-09-02 18:32:54 -07:00
PKPenguin321 898f544414 [Ready] Adds a Shrink Ray (#45387)
About The Pull Request

    It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
    Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
    Shrunken things grow back after a couple seconds, might adjust this
    Small things will not block vision and can be walked over (this includes walls)
    Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
    Preview video here

Why It's Good For The Game

It's really goddamn cool
Changelog

cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl

I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
2019-08-21 11:50:38 +12:00
Rob Bailey a9e86b116d Revert "[READY] Migrates some legacy movespeed stuff to modifier movespeed (#44256)"
This reverts commit 4df44f4e3d.
2019-06-19 23:12:42 -07:00
Rob Bailey 4df44f4e3d [READY] Migrates some legacy movespeed stuff to modifier movespeed (#44256)
* Some migrated movespeed changes (+9 squashed commit)

Squashed commit:

[1feabda2b4] temperature fix

[f2e851b32b] hunger slowdown fixes

[7988aab191] damage modifier fixes

[7ceb081c5e] fixes

[8a47f36f41] fixes

[29b06afdaa] damage slowdown

[99397f4f9e] hungry

[90c20b828e] cold

[53d568b9fb] fat

* fixes ethereal code
2019-06-13 09:54:22 -04:00
Rob Bailey 5743c9a748 Dragging prone mobs slows you down, fireman carrying (#44155)
About The Pull Request

Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.

You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game

Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog

cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
2019-06-09 23:54:02 +12:00
ninjanomnom 7b5f3a79db Makes the tarantula move delay a movement speed modifier 2019-05-22 14:18:50 -04:00
Rob Bailey a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
Time-Green ad1dd38655 Adds snailpeople as a rare genetic meltdown effect (#42889)
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)

PROS

- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail

- Their blood is spacelube

- They get a cool armored nodrop snail shell

- They don't slip

CONS

- Very slow

- Punch is pathetic

- Tttaaalllkkk llliiikkkeee ttthhhiiisss

- Extremely vulnerable to salt

- Can't wear glasses

Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails

You can also get gastrolisis by random_reagent_id, so maintpills and botany

🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628

Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
2019-03-02 09:40:56 +13:00
coiax 73df5f541d Fixed slaughter demon exit speed boost (#42236)
🆑 coiax
fix: Fixed slaughter demons not getting a speed boost when exiting a
pool of blood. Fixed slaughter demon giblets not being visible.
/🆑

- Also switches some spawn() to timers, and got rid of a var on
slaughter demon previously tracking speed boosting.
2019-01-11 18:15:12 +13:00
coiax 074b2f942e Die of fate tweaks and fixes (#42073)
* Die of fate tweaks and fixes

🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑

- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.

* Stealth die of fates

* Code review II?
2019-01-07 19:17:45 +13:00
ninjanomnom f5bad18e93 Converts jetpack speed modifications to the new system 2018-11-14 04:04:56 -05:00
ninjanomnom 59c8947cf8 Replaces the move fast traits with speed mods 2018-11-05 01:42:54 -05:00
Emmett Gaines f66e311ebc Makes species speedmod a true movespeed modifier (#40992) 2018-10-19 15:26:19 -04:00
Emmett Gaines 5d8419541b Adds movetype based speed modifiers and makes the mood speed mod use it (#40581)
This allows us to more easily keep track of speed modifiers which only affect certain move modes. Also cleans up a small bit of movespeed and mood code while I'm at it.
2018-10-17 23:17:07 +13:00
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
kevinz000 5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00