## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
This PR implements multiple new features:
Foam darts now can stick to people as long as their cap isn't removed.
Riot foam darts have a chance to jostle when you move with one stuck
inside of you, dealing a bit of stamina damage from the weight stuck to
your limbs.
Syringe guns received a second "low power" mode, toggleable with in-hand
right click. In this mode, syringes fired will embed into their target
and slowly leak their reagents instead of instantly delivering them.
Thankfully, they can be plucked out pretty quickly.
You can also insert syringes into uncapped (screwdriver-ed) foam darts
(similarly to pens) to achieve the same result, allowing you to get a
bootleg low-efficiency syringe gun.
Additionally, I fixed/cleaned up some embedding issues/code which I
found while coding this.
## Why It's Good For The Game
This allows players to explore new funny interactions between items and
chems, as we don't have a reliable slow release mechanism aside from IV
drips currently. And foam darts embedding it just (mostly) harmless
fluff, if someone figures out a way to cause havoc with it then I'll be
very proud of them (someone totally will).
## Changelog
🆑
add: Foam darts now stick to people when they have their cap on, riot
foam darts also can passively deal a bit of stamina damage when you move
with one.
add: Syringes can be inserted into foam darts, making them embed and
slowly leak their reagents into their victim.
add: Syringe guns can be toggled (with right click) between high power
and low power modes, former being their normal functionality and latter
making syringes embed and slowly leak their contents.
fix: Fixed projectiles sometimes not embedding when they should've
code: Cleaned embedding code up
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.
## Why It's Good For The Game
This will close#76551.
## Changelog
🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑
## About The Pull Request
Both the element and the object were trying to add an element as a
component, which to my amusement, just silently fails without throwing
any runtime, crash or stack trace (stuff for another PR, I suppose).
## Why It's Good For The Game
This will fix#75448.
## Changelog
🆑
fix: arrows can now be actually coated with reagents.
/🆑
## About The Pull Request
### Divine Archer 🏹

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).
The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.
### Bow Features ⭐
- arrows can now be dipped in poison
### Bow Improvements 🔧
- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.
## Why It's Good For The Game
Yeah, we could add null rod #2342 that does almost the same as the
others, or we could have a unique bow weapon!
Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940
## Changelog
🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/🆑