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50222a9465 |
Adds two new revolvers (#5544)
## About The Pull Request This PR adds two new revolvers to cargo orders. Both are available as a goodie. The security variant fires 9mm Murphy rounds and is orderable via departmental order as well. The Civillian version fires .38 but is slightly innacurate due to poor quality. ## Why It's Good For The Game ### MORE DAKKA ## Proof Of Testing <img width="858" height="762" alt="image" src="https://github.com/user-attachments/assets/5292f6bf-b536-4b69-9588-978d21f4d761" /> <img width="408" height="151" alt="image" src="https://github.com/user-attachments/assets/93f6a7c2-2ed3-46f0-866e-2bcddca42718" /> <img width="689" height="595" alt="image" src="https://github.com/user-attachments/assets/417fc0ac-3634-43d3-b6dd-ade273682fe2" /> <img width="885" height="677" alt="image" src="https://github.com/user-attachments/assets/a6461a4a-8b44-4a67-b92b-9f95841eec5a" /> <img width="1592" height="1069" alt="image" src="https://github.com/user-attachments/assets/7de179ff-6ac8-48f5-885f-dbacdd7881a3" /> ### NEW SPRITES BELOW <img width="197" height="124" alt="image" src="https://github.com/user-attachments/assets/24b93d43-fae1-455b-9d93-e81f84536585" /> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: 'Protector' revolver. Fires 9mm 'Murphy' with a 5 shot capacity. add: 'Defender' revolver. The 'Defender' is a cheaply manufactured knockoff of the 'Protector'. It fires .38 rounds while being very cheap, at a cost of doing 90% damage and a small accuracy penalty. add: New revolvers to cargo. The 'Protector' is available in a 3 pack via departmental security order as well. Both are available as single pack goodies. image: Sprites for the new revolvers by Niim. /🆑 |
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0dc179f5ed |
Slightly increases the fire rate of the Murphy because Obi-Wan Kenobi told me to once (also reduces AP). (#5467)
## About The Pull Request Reduces the fire delay of the Murphy from 5 to 4 Reduces the AP of the Murphy bullets from 20AP to 10AP. ## Why It's Good For The Game The gun honestly feels a little clunky, especially during lag. An increase in fire rate should help it. Hopefully this isn't too strong. ## Proof Of Testing Untested. If it compiles, it works. ## Changelog 🆑 BurgerBB balance: Reduces the fire delay of the Murphy from 5 to 4 /🆑 |
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7b2bf4ee69 |
Fixes the murphy's balloon alerts always being "unloaded" upon manual reload (#5262)
## About The Pull Request It is in fact not unloading when you put a mag in ## Why It's Good For The Game bug fix ## Proof Of Testing https://github.com/user-attachments/assets/ba64b79c-27b8-4716-a5f2-52e8dd05304b <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 Fix: Balloon alerts for the murphy now function properly. /🆑 |
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83630ac4c2 |
FIx: murphy (and double barrelled shotgun) need a weapons permit like every other gun in the game (#5009)
## About The Pull Request To order murphy ammo or pistols you now need a weapons permit. Same thing goes for the DB shotgun. Just like you would for a disabler. ## Why It's Good For The Game Fixing a mistake ## Proof Of Testing </details> ## Changelog 🆑 fix: fixed missing weapons restrictions on buying some guns from cargo /🆑 |
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4483c9e4ea |
[Skyrat gun replacement] Balances the prices for guns in cargo (#4481)
## About The Pull Request This touches only guns that are left. All changes in Why Its Good For The Game. This is part of the gun overhaul revolving around skyrat guns being gone. Report any inconsistencies and odd things you spot in here, please. ## Why It's Good For The Game LASERS: The default was set to 300 credits per laser rifle, but the energy gun and carbine were priced at an absurdly high cost of either 800 or 1000 if my memory serves right. Since they all are undeniably competing with eachother with factors such as ammo count, spammability and being used for upgrades, it is only fair to put them all at one price. Energy gun, Laser Gun, Laser Carbine all cost 700. We've a bit more money than TG, so putting it at just a tad more will not hurt - making buying guns very early on for players a bit harder earlier on, but overall, it will be easier than TG due to our longer rounds which thus include bigger paychecks overall. The crates for the guns are priced at 1400 each, with the energy gun crate now having 3 instead of 2 energy guns. In addition, hellgun kit is now 250 instead of 100, which is pocket change for a weapon of it's quality. SHOTGUNS: Renoster shotgun crate now has 3 shotguns instead of 2 and costs 3000 instead of 6000 credits - 500 less than the combat shotguns. The pattern you will see is combat shotguns being a bit pricier than renosters, renosters separated from woodstock by a bigger leap than the former and finally the double barrel will be much cheaper. Renoster Shotgun's price is now 1400 Woodstock Shotgun's price is now 1200 Double-Barreled Shotgun's price is now 1000. I was considering 800 but the ammo can be printed at any hacked lathe which isn't teh case with neither lasers nor most guns around this pricetag MURPHY: Singlepacks availible for 500 Singlepack magazine availible for 200 Crate costs 800 with 3 pieces inside of 2 inside, they're cheap and reliable and bad against anything armoured, so no shit they'll be good for mass-buying. And 2 for 800 was a bad deal. Crate of ammo has 4 mags for 600 now, in case you want to arm a lot of assistants for cheap. The colt is untouched because it's a near-unique weapon with really good burst. Yes, same as the double-barrel, but this gun has none of its weaknesses in range, storage, it can reload with speedloaders, is generally way better as a gun and need I go on about why I am sure colt's price is fine? PLASMA: Untouched, I'll PR it on the plasma-tweaks branch when the PR for making the sharpshooter useful drops. WT550: Singlepack for 800, before you stone me for making it more expensive than the lasers, remember about EMP's, reloading on the go, how it's got a larger firerate so dodging it is more tedious and how bleed wounds need immediate split attention vs burn wounds which are a Problem For Later. Singlepack magazine for 250. 20 bullets is a lot, after all. Crate is 3 for 2000, Ballistics in general tend to be more oppressive due to having the ability to reload on the go, call it the 'Elite' option. Ammo crate is 800 for 4 Smuggled crate is 800 for 6 with a 2/2/2 reg/ap/inc spread. It's riskier since smuggled required either hacking or emag, so you cannot order it directly and have to go through that trouble and any eyebrow-raises you get from lawful good captains, officers, hos'es, cargo techs for hacking the console. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: WT and Murphy availible in singlepack, as well as having singlepack magazines up for purchase balance: A lot of gun prices were adjusted to make sense in comparison to other weapons /🆑 --------- Co-authored-by: Alexis <catmc8565@gmail.com> |
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3dbe32ddb9 |
Murphy lore (#4443)
## About The Pull Request Patches up some holes in the Murphy's descriptions, in the style of classic guns such as the overheating WT, cancer-giving advanced egun and other mad-science corpo-money-grabbing pieces of lore. ## Why It's Good For The Game Someone pointed out it's not a satisfying enough description, so I redid it. Doesn't affect gameplay. Compiles. Etc etc. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: Murphy's lore and descriptions adjusted /🆑 |
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61031f6cfb |
Skyrat gun removal (#3697)
## About The Pull Request HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll Ammo removals: IHDF Rubber (non-.38, non-shotgun, nukie ones stay since it'd require overrides. They were never purchasable to begin with.) Stardust Magnum Express .460 Rowland .457 Government MCR magazines .40 Sol Hornet's nest Gun removals: MCR's .457 revolver M4A5 .460 Rowland revolver CCK GP-7 R10 revolver Guns made inaccessible: NRI guns (including derringer, bobr, plasmas, Miecz) Sol35 (Tarkon, sol ERT, gateway, adminspawn) Sol40 (Tarkon, sol ERT, gateway, adminspawn) Trappiste caliber (wespe, some already adminspawn weapons) Turret adjustments: Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30 dmg every 1.5 seconds (old)) Stinger - 4.6x30mm instead of .35, matching damage Colonist - .45 added instead of sol40, matching damage Hoplite - Same as above Armoury: Armoury spawned MCRs replaced with laser guns and energy guns SMG's and rifles with WT If there would be a case with two separate spawns of a WT, the other is gone. Breaching shell boxes do not spawn in the armoury (they were capable of 1 shotting a dark mauler I wish I was kidding) Lathe: 9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm murphy magazine is. It fits in 9mm firing turrets and the murphy. ## Why It's Good For The Game Give me like a couple days and I'll fill this out. I doubt anyone who is already pro-skyrat-gun will change their mind but it's good to rationalize the decision regardless. Find this out as in lay it out on paper. EDIT 1: Adding the first part # Foreword This PR is a *draft*. That means a lot of things are subject to change, a lot of things can be disorganized and a lot of things will be done unoptimally. Going forwards, do keep in mind, the decision-making process behind "remove entirely" and "virtually remove" will not be dependant on us going forwards, as the decision on this matter requires maintainer input more than any other. Next, the delay. I simply am not a machine, neither are other people onboard this project. With different timezones, it was important to find what isn't working so I can relay it to people in working hours. Without further ado, ## The case of the ammo types and workbench The ammunitions workbench is a machine that provides ammunition into clips, refilling them. The ammunition workbench is also the source of a multitude of alternate ammunition types. It has with itself brought several issues that at least would warrant a rework or heavy adjustments: 1. Contraband ammunitions. There is no real reason that the entire security department, or even a single crewmember should be accessing phasic weapons in the form of printable ammotypes. The argument of "the pipegun having it" doesn't do it favours, as the way you get it is an 8% chance on crafting a junk round for a bulky gun and the only way to find out if you actually have it is checking each shell individually with a bandolier. 2. Complimentary with the removals. Most use cases for this machine are refilling the magazines you can order or get alongside your weapons. This collides with the protolathe, which sources most of our upstream-based ammunition instead. With the skyrat weapons gone, this machine becomes redundant. You may claim that it's still useful in saving on materials, where you would be right! However is it worth to have and maintain an entirely separate structure, with it's own mechanics, map placements, etc. to get a benefit equal to 1.6x more bang for the buck? At the end of the day, splitting ways of getting ammo across a single room for something so miniscule compared to the bloat it adds is pointless. # The weapons, why should they go, one by one. ### RomTech Flechette rifles Compared to a standard laser gun, which is in all means our baseline of ranged damage in ss13 - being the default armoury weapon, the default laser for turrets and default laser for mobs. Better yet, let's compare it to that and the default ballistic option that we have from TG. What turns out, is that not only is the romtech carbine faster at killing than the laser, but also rivals the WT with a split second of difference in ttk in the favour of the romtech. Let's assume it's human error and the WT is better TTK wise, just as an experiment. Clearly, there must be a tradeoff, somewhere, right? One that balances them all out to be equal weapons in the grand scale of things, contemporaries! Well, no, not really. Not even close. The carbine can be folded to fit in bags, that's one thing. The carbine has more ammo, that's another thing. Bursts are harder to dodge than series shots since they cover more perpendicular ground when attempting to dodge projectiles, as is staple for ss13 combat. Burst weapons are advantageous in applying more damage quicker, as you can see on the videos - and initial damage, an alpha strike, applies movement slowdown, ensuring future projectiles connect easier and the target cannot run. It might be a coincidence that the only /tg/ derived weapons that fire burst are adminspawn ERT or the Nukie weapons. But it doesn't end here, no, the RomTech's ammunition alone would warrant a complete overhaul if not a removal. **steel ball** <p> Takes 9 shots to stamcrit, deals mixed damage - further increasing the amount of slowdown applied, and not only is it MUCH faster at stamcritting than a disabler is, it also leaves the target with 70 damage. Over half their healthbar. Severely overtuned with little counterplay availible, alpha strike monster that is better at disabling than disablers and better at stopping people dead in their tracks than rifles, and if you look at our anti-stun, we have less than ever on antagonists with Adrenal implants gone, Adreanaline Glands reworked, etc, etc... </p> **Penetrator** NT's answer to armour! The penetrator has 60 AP and otherwise the same damage as the AP WT rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates it's predecessor whilst being orderable roundstart, and not only that, but it can fully ignore elite modsuits on nukeops. Not every mechanic has to have a counter, there's no direct counter to someone healing after a fight, there is no direct counter to having multiple shots, and there shouldn't be a full nullification of armour for such a low cost. There shouldn't be one for a crew that can mass produce these, ever. **Magnesium** Arguably fine, 12 firestacks per shot is still quite insane for a lower chance of friendly fire compared to original incediary hot turfs, **Ripper** Steel ball, but even worse. They don't embed a single time, ***this embeds every time***. It takes several seconds to take out. Actually, let's compare this gun's bullets to ninja stars. - 2 times the embed chance at 200 vs 100 - 8 times the jostle chance at 80 vs 10 - Comparable fall chance, at 1 vs 0 - More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage - More pain chance, at 70 vs 15 - Less pain modifier, at 2 vs 5 - Takes longer to take out, 5 seconds vs 3 - Jostling pain is the same ### One problem. There's three of those fired per burst, cannot be caught either. And the armour pen is the same. in conclusion, every aspect of this gun is unhealthy for the game, from it's gimmick, to it's execution, to it's stats, to it's ammo, to it's consistency, to it's firing mode, to it being able to be currently worn on sec belts along disablers - up to 4, if I remember correct. No reworks. It has to go. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removed breaching slugs from crew (not to be confused with frangible. These ones 1 shot mechs) del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10 revolver, M4A5, and their associated ammo types. del: Removed ammunition types: IHDF, rubber variants excluding .38/shotgun/nukie, stardust, magnum, express, hornet's nest del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr, derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible to crew, kept for ERT/Gateway/Flavour/Admin reasons balance: Turrets which use a removed calibre have been adjusted into either that of the WT's, Ceres (still printable) or 9mm. balance: WT's replace missing sindanos across armouries, laser guns and eguns replace the missing MCR's. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> |
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1f247ddabf |
Adds an empty Protean Shell to Cargo (And Some Code Changes) (#4409)
## About The Pull Request While it is rare, proteans can get gibbed, and essentially RR'd by mistake without any way of coming back, this will give a body for robo's to place a protean core in, in which they will quickly reform into their protean shell. This also removes the protean parts out of security in the code (Don't ask why its there idk) ## Why It's Good For The Game If a protean is gibbed, we shouldnt need an admin to fix that. This adds the process in game. It will also give antags a way to kill proteans without actually RRing them (Gib them and they will forget like any other species) ## Proof Of Testing https://i.imgur.com/dwgsWH4.png </details> ## Changelog 🆑 add: A Blank Protean Shell is now availible at cargo under the Protean Vessel crate. /🆑 |
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01eae8710b |
Bubberstation gun replacements part 1: Murphy service pistol [part of skyrat removal PR] (#3949)
## About The Pull Request Feedback here: https://discord.com/channels/1059199070016655462/1381309027849474169 This PR is a complimentary PR that fills in the widest gaps left by the now-removed arrangement of guns. The focus is on making security still have a very reliable sidearm that is interesting and provides relevance even in the later game. It is also perfectly usable as a regular weapon without all the fluff. This PR is one of 5 total, and with being asked to atomize my things, it will be the first one to try out for testmerge. # This PR only adds the murphy, rest is data on all plans and guns ## 'Murphy' security pistol ``This 9 mm monster was developed during the very first body-modding craze by NanoTrasen, built with every what-if in mind, this timeless brick is near-incapable of failure. 60% more bullet-per-bullet ammo may not have helped it's killing power, but it sure helped this gun hit like an actual brick when used as a bludgeon. Not only that, but it's 'anti-lawsuit' heavy trigger design allows for safe spinning, if one can handle it and not hit anyone with the magazine flying out the handle...`` - 20 damage shots - 10 bullet magazines - baton-equivilent pistol whip damage - increased throw force - press Z when the gun is dry to reload your gun over (2-3 seconds, DRAFT, as I said). This can be done on the move and you do not need your other hand empty to do this. - toggleable setting, off by default, ejects your magazines for a tiny bit of extra damage. - researchable magazines that pack only 8 rounds in return for dealing [30-40, up to adjustment] damage. [knockdown is being discussed] ## Upcoming: Personality Core Eguns, The SC-3 Aren't you tired of old eguns? The blandness of them? Their low amount of potential upgrades? Well fear not, as with every arms race, Allstar has made developments of their own. *lightly* copying the homework off their more morally corrupt competitors, personality modules. So how's it compare to an egun? - Radial menu is a bit clunkier to use - Comes with a free combat knife as a module - Will loudly proclaim your location when emp'd due to a personaltiy module - Is practically the same combat-wise as the egun if you were to micromanage a combat knife alongside it. It's a third-degree, but was highly requested, and not only! (I say equivilent to combat knife because I am about to release an ERT buff PR) **As you can impact what the final modules are with this poll** https://forms.gle/d3Fst6ZLWYTb8mDo7 --## Plasma Gun [the most wip of them all] - Magazine fed bulky weapon - We hear concerns about vampires being too strong, so this weapon's shots damage scales depending on the amount of shots a target has received from this particular gun. No, 5 officers with the same gun will not be more effective than one. - Due to it's high power (if you can mind the damage rampup), it's also highly expensive and volatile. You shouldn't let one of those armaments explode, lest it's core bursts. (Gibtonite effect upon being caught in a heavy explosion, after some time). -- This weapon is not needed for the game balance, instead, focus is shifted to rebalancing the Kiboko to be a usable gun. The aim will be to have it to take on a more supportive role, being effective at applying firestacks and providing smoke if need be. The kiboko will become a tool that will require itself to be roundstart only, or at least dep-order only as to prevent it from being a recurring threat if dealt with once already. - Buff damage from 20 -> 30 on hit - Buff projectile velocity - Remove practise and shrapnel rounds - Remove delay between hitting target and exploding (if on the same tile) - Grenades will now explode even if they score a direct hit - Less deadly fire grenades (up to 100+ damage per one currently if met on an unarmored target in close proximity, will likely make it less damaging but more consistent) Planned addition: Breacher rounds: The kiboko's breacher rounds are inspired by the strange delay they initially had and how it felt reminiscent of R6's Ash. Frangible slugs are not often used as it takes away ammo from a main weapon, they are also clunkier and require several rounds. They have their place but are overall quite messy. What breacher rounds will do is cause a delayed (mostly cosmetic) explosion after striking a target object, structure or person. The delay will be larger if the integrity of the object hit is large, scaling. This isn't the end of the world as it will still be the quickest or at least easiest way to tear down walls and airlocks. This also provides some time to take out any shields, weapons and prime grenades while waiting on the charge to drill deeper and have the fuse detonate. ## Why It's Good For The Game (will update this, currently my exams are approaching very quickly, so please be understanding for needing yet more time. Work speed will pick up drastically once that is over. ) New security get a gun that is easy and convenient to use. The gun is not meant to be your main tool of dealing with threats such as traitor, rather your backup plan. As such, it benefits from okay-ish stats for melee combat once you run out of everything. It shakes up the belt-storage meta, making magazines more enticing of a choice considering the potential of unloading very consistent fire if one is to use that room. For threats that are more slippery or plentiful such as carps or spiders this gun's aforementioned consistency crowns over other ones. Lastly, in those scenarios it helps you keep your shield up and keep dishing out damage. Turn off your brain for once with the Murphy. Highly requested bit of fun gun customization, will come with multiple personality matrices. ~~ Helps security and crew with dealing with extremely defensive and bulky threats. Be it a nukie, mech or vampire, if the user maintains healthy social distancing then the tables will turn quickly, forcing antagonists to reconsider their approach and introduces a gun that while possible to use personally, becomes much better with team-oriented protective playstyles. ~~ I have discussed this heavily with my team and they have reassured me that the current threats are not as bad as it would have initially seemed. The tools to deal with that already exist. The kiboko's rounds can be outran which makes it only a good breaching weapon, as a breaching weapon it is outclassed by almost anything else as anyone can block the grenade with their body for a measely 20 damage pre-armour, and then there's the fact it's shrapnel rounds cause weeping avulsions near-guaranteedly if they hit. It's a mess. Again, disclaimer, the values are not final, will be likely changed, aspects such as how the guns work are being discussed and the visual aspects are going to be handled last. The necessity of more is being discussed as 5 concepts of guns were scrapped, 2 of which mid-development. ## Proof Of Testing To be done, you can find discussion pertaining this in the skyrat gun removal thread. ## Changelog 🆑 add: Added a security sidearm - the Murphy service pistol. Spin to reload with ammo from your belt slot, toggle launch-ejecting mags (and special mags) for a little (or a lot) extra damage. Show the last person to have laughed at your gun why your 'brick' is called a brick by pistolwhipping them (baton equivalent damage on hit, stronger throw). add: 9mm security caliber for the murphy. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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1b50cea8df | Fixes for #91099 | ||
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+3 |
77616e8b0e |
Add Proteans to the game. (#3449)
## About The Pull Request Adds the funny nanite blob dudes from Vigro code into the game. It's more of a port of the idea since they're coded from the ground up. They will be more of a utility focused species then a combat focused species. **They are fragile.** - Eats metal. You need metal to live and you need metal to heal. - Healed by materials. You feed Proteans metal to heal them. - Difficult to kill, but extremely fragile. They are considered a deathless species but they are stuck in their suit if they die. **You have to order a new refactory from cargo to revive them** **Order Refactory > Screwdriver suit > Insert refactory > Wait 5 minutes.** - Easily dismembered. They have 30 seconds to recover their limbs and pop them on or they will melt into nothingness. Can do a lengthy heal which replaces missing limbs and easy to replace organs. - Without a refactory, you will wither away. - Without an orchastrator, you will have a lot of issues moving. - You can lock your suit on someone. (OOC escape will work) - You can assimilate modsuits. - [x] OOC escape - [x] Suit Transformation fixes - [x] Modsuit Assimilation - [x] Ensure organs are working - [x] Species info and lore - [x] Antag Proteans - [x] Custom damage. Disable various surgeries. - [x] Testing, polish, feedback. - [x] Runtime and CI fixing. - [ ] Live testing and balance. ## Why It's Good For The Game This was the second to top vote on species people wanted to see added and this is more custom mechanics then what is just a human reskin. ## Proof Of Testing   ## Changelog 🆑 StrangeWeirdKitten, Majkl-J add: New species: Proteans /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com> Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com> Co-authored-by: Jinshee <manastra2536@gmail.com> Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com> Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com> Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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27027d5ceb |
take two: Reverts the disaboot apirl fools (#3423)
## About The Pull Request Apirl fools code cleanup. Was a funny meme, but I don't think they should happen next year. ## Changelog 🆑 del: Disaboots have been removed from apirl fools. /🆑 |
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a89db9515c |
Nerfs Security Jackboots slightly. (#3414)
## About The Pull Request Disabler boots have a 5% chance (per locker) to spawn in a locker during april fools. ## Why It's Good For The Game What have I done. ## Proof Of Testing If it compiles, it works. ## Changelog 🆑 BurgerBB del: Disabler boots have a 5% chance (per locker) to spawn in a locker during april fools. /🆑 |
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3c3559b6b2 |
Buffs security jackboots slightly. (#3356)
## About The Pull Request Buffs security jackboots slightly. ## Why It's Good For The Game Much needed nerf considering the foot fetish metagang moved onto Bubberstation. Should make playing security much easier. ## Proof Of Testing Untested. </details> ## Changelog 🆑 BurgerBB add: Buffs security jackboots slightly. /🆑 |
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7600837c59 |
Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define sanity fails because im tired  |
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bccd5ef13c |
Trims excessive roundstart security guns (#3047)
## About The Pull Request This PR removes the skyrat-added "gun beacons" that security officers and the Head of Security are spawned into the game with. In addition, moves the silver glock case from the Head of Security's locker to the Warden's locker ## Why It's Good For The Game Security officers already get a glock in their lockers (a bubber-added glock) as a sidearm to use, there is little reason for them to spawn with a SECOND sidearm on their person. Given this is Bubber, I preferred to remove the Skyrat option over the native Bubber one. This PR was originally intended to remove some of the **FIVE GUNS** that the Head of Security has personally available to him at round-start. This PR trimmed it down to three, and I gave the Warden a little love by giving them the cool glock instead (the warden never gets anything cool...). If the HoS really wants a glock or something else, they have the means. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 balance: Removed "sidearm beacons" from spawning SecOff and HoS inventories. Complimentary glocks are still available in security officer lockers. balance: Gave the HoS's silver glock to the Warden. The Head of Security only has three guns at roundstart now! How will he ever recover?? /🆑 |
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9214f7ed84 |
Brings upstream cargo features in line with our cargo changes (#2125)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This adjusts prices and fixes a lot of oversights in my original cargo PRs, and newly added things from upstream, helping to alleviate some of the cargo powergame.  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Cargo has been the premier site for weapons and armor, and while I don't want to take away from that, some things like medical supplies take away from other jobs, and are so cheap as to be widely available. The paramedics want their work back. This will restore the balance <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing   <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 ReturnToZender del: Removes the Lanca and Sol LMG completely from cargo orders, leaves the Sakhno to the mosin order del: Re-removes the ion carbine from imports (it's in the goodies tab) del: Removes extra ammunition types for no longer used weapons from import order add: Removed company imports added to goodies and security orders balance: adjusts prices on some company imports to not be essentially free, such as medical supplies and armor /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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5e7acc141b | upstream-24-08d1 | ||
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d39ded55d5 | upstream-24-07b | ||
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33aeffd25b |
Killing the Module Folder with a Chainsaw and taking it's skin for a mask. (#1624)
## About The Pull Request Title. This WILL break shit. Probably. Help me sweet Jesus. ## Why It's Good For The Game House of Leaves is less confusing than our file structure. ## Proof Of Testing ## Changelog 🆑 fix: MASSIVE File Structure clean-up. /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |