27 Commits
Author SHA1 Message Date
c0f8e7bb5c Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.

To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).

Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.

Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.

Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).

## Why It's Good For The Game

The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.

More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.

## Changelog

🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-20 08:10:35 +10:00
8f15d0ea2c Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request


![image](https://github.com/user-attachments/assets/1332d28c-8d5f-41b7-a614-b74027210145)

Adds the .38 Flare. It does 20 damage. This round highlights the target
for 2 minutes, and projectiles hitting the target always hit the limb
that the shooter was aiming at. Your shot has effectively perfect limb
accuracy, no matter how far the bullet needs to travel. This also
affects other projectiles hitting the target that aren't the .38 Flare.

To indicate whether or not a round in a magazine is either lead or
laser, I've borrowed the implementation of ammo overlays from the C-20r
toy magazines Now each bullet in the speedloaders for .38 can be a
distinct type visibly. Might be interesting if anyone wants to add
additional unique appearances for some of the other .38 rounds.

Reduces the overall cost of a lot of the ammunition in the sec and
autolathe, such as loose bullets. Also reduces the material quantity
within bullet casings.

## Why It's Good For The Game

> .38 Flare

By popular demand, I've come up with a new idea. And that idea...is an
anti-bullet deviation tool. Most players are probably not conscious of
bullet deviation. But if you're familiar with the mechanic, it's why
sometimes your shots may hit into an arm or a leg even though you were
aiming at the head.

The way this works is that over the course of a bullets flight, it
increases in inaccuracy and the pobability of drifting into a limb. From
my last estimate, shooting somewhere around 5 tiles away will usually
result in bullet drift.

While affected by the flare shot, that does not happen. You shoot at the
head, you hit the head.

To put it into perspective; you could consider bullet deviation a form
of damage loss (its a bit more complicated than this and there are
instances where it is positive), and this projectile eliminates that
problem for everyone shooting the target.

> Ammo cost

Some of these were pretty excessive for the cost, and a notable example
of this include the .357 loose casings, .310 Surplus loose casings, and
most shotgun shells. These should go down to roughly below 3/5th of a
sheet of metal when printed from a fully upgraded lathe.

Meanwhile, a single bullet casing was like a sheet of metal each, which
didn't seem right to me. So they're now by default one fifth of a sheet
of metal on recycle.

## Changelog
🆑
add: .38 Flare, a laser bullet! Available in both .38 speedloader and
BR-38 magazine once Advanced Beam Weaponry is researched.
add: .38 Flare highlights the target in an outline and makes sure your
bullets never accidentally hit any limb except the one you are aiming
at. Never accidentally hit someone in the arm when you were going for a
headshot.
balance: Reduces the printing costs of several ammunition types from the
autolathe and security lathe. Reduces the overall material contents of
said printed ammo/magazines. If you find a material dupe, let a coder
know.
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-09 17:11:23 +00:00
carlarctgandGitHub 36640632ec Standarizes ammo band colors into defines, makes them brighter, and widens battle rifle bands (#88741)
## About The Pull Request

Title

![image](https://github.com/user-attachments/assets/297cda62-ed09-47a6-96f7-e896ebb0ef0d)
## Why It's Good For The Game

It's hard to notice the super tiny one-pixel-tall ammo band of the rifle
magazine, especially with the muted patterns I mistakenly added in my og
PR.

Pr is @necromanceranne approved!
## Changelog
🆑
image: Standarizes ammo band colors into defines, makes them brighter,
and widens battle rifle bands
/🆑
2025-01-05 21:11:33 +11:00
necromanceranneandGitHub e9471b00b0 Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request

A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853

The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.


![image](https://github.com/user-attachments/assets/456aba07-ba0a-4ad3-993c-7fc2bc1395d6)

Sprites by OrcaCora.

### Some of its features

The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.

The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.

To recalibrate the gun, you can do one of two things; 
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.

### Some of its downsides

The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.

It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.

### Where can I find it? What about ammo?

You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.

There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)

### New .38 ammunition types

True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).

It is printed once the station gets Exotic Ammo.

## Why It's Good For The Game

This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.

Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.

Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.

In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
2024-12-13 19:46:24 +00:00
3c4444b1c4 Adds additional equipment for Silverscales. (#84257)
## About The Pull Request

This PR adds a few notable changes to the Silverscale pirates:

- Replaces the old nanotrasen branded hardsuit with the designer EVA
suit, an armored hardsuit equivalent in protection to that of the
standard pirates.

![silverscale](https://github.com/tgstation/tgstation/assets/63932673/85ba8b9c-307d-4800-a876-c0470e9ef0ab)

- Silverscales all start with satchels

- The airlocks on the shuttle can now be locked from the inside

- The shuttle now has a robot butler (medibot) named Mortimer, along
with a burn kit.

- Increased the amount of C4 on the shuttle to 3, and added a 1.30
damage modifier paywalled laser gun to justify having the recharger, the
silverscales will need to supply the card themselves

- Adds explosive implants to the Silverscales' outfit. They're greedy
lizards, did you think they'd let their gear fall into the hands of the
poors so easily?

- The mosins now get phasic rounds to offset the disadvantages of low
DPS compared to lasers.

## Why It's Good For The Game

As it stands, it can be argued that the Silverscales are the weakest
pirate faction, On paper, they sound as though they would be
well-equipped elites, but are left with clunky, unarmored space suits, a
bright dead-giveaway glow, and single shot guns that leave them
extremely vulnerable to being rushed and stunned. As such, they've
become somewhat of a joke amongst players for the past few years.

This pr doesn't necessarily aim to negate their weakness, but I'd like
to give them more of a safety net that puts them on equal to slightly
better footing with standard pirates in terms of their access to armor,
healing, and options.

The addition of the explosive implant also serves to reinforce their
theming of being rich, evil lizards, but is mostly meant to make them
more entertaining.
## Changelog
🆑
add: Added the designer EVA suit, a unique pirate hardsuit for
Silverscales.
balance: Increased the equipment available to Silverscales
image: Sprites for the designer EVA suit
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-07-07 15:13:26 -04:00
16bdcf409c "Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request

For the vernacular purposes of the following PR body -- "Security
Implant" refers to the existing subset of implants given, by security,
to captured prisoners and such as a punitive, controlling measure. This
includes the chemical, tracking, and maybe exile implants.

This revamps the functionality of how "security" implants are displayed
on huds, prisoner management console implant controls/readouts, and
their instrumentality. It was also, ultimately, an attempt at nerfing
the tracking implant that spiralled far out of control.

Rather than only displaying chemical on the right and tracking on the
left, all implants with the "security implant" flag will be trackable on
SecHuds. A maximum of two can be implanted at once. This is both due to
technical limitations, but also conveniently provides security a limit
to consider when choosing implants.

Implants now also occupy their HUD slot based on the order they were
implanted in, rather than always occupying the same spot. Neat!


![image](https://github.com/tgstation/tgstation/assets/28870487/68b17dbb-cda4-4c3b-96d4-b3bbcf49b80e)

From two (three if you count the exile implant), there are now five
security implants. _The tracker implant has been split into two of these
implants._

<details>
<summary>Summary of the implants, functions, changes:</summary>
<br>

- **Tracker (Red)** -- No longer grants teleporter beacon. Tracking
radius has been increased from 20 to 35 tiles. The Prisoner Management
Console will now list the area the prisoner is occupying as well.
Disables after the implantee is dead for 10 minutes.
- **Chemical (Blue)** -- No mechanical changes. The implant pad readout
has been modified slightly.
- **Exile (Green)** -- In addition to past functionality, station
shuttle controls (public, mining, etc.) will be unresponsive for the
implantee. Flimsy, but more effective than a stern warning not to come
back from lavaland.
- **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The
prisoner console will report if their currently occupied area is
hazardous or not, so half of the security team doesn't blindly teleport
into space or lava. Disables after the implantee is dead for 10 minutes.
Available from Cargo.
- **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee
from being teleported. Ever wanted to keep a wizard or cultist in a
cell? This is where you can start. Available from Cargo, expensive and
scarce.

Each of the implants has some application that would benefit security if
used on a captured criminal. Their usefulness may overlap in some
places, but the overall range of control these implants give security is
broadened.

</details>

The implant control console has also been given a small facelift.
Certain implants provide more useful readouts that can help officers
locate, control, or capture an implantee, rewarding cooperation between
officers.

It has also been totally converted into TGUI by @MrMelbert. Kickass!

Also, You can now remotely destroy implants, either to relieve criminals
from their punishment or to make room for a different implant. Wardens
should keep hold of their ID and remember to log out, since a motivated
convict could use it to shed their implants!


![tgui](https://github.com/tgstation/tgstation/assets/28870487/3c2ae99f-9c1d-4b18-b4cb-942cc96bcafe)

Everything made in this PR _should_ be scaleable enough to allow for new
security implant types to be implemented with relative ease. The
teleport-blocker implant was a last minute attempt to prove it to
myself. I had a few more ideas for implants in my head, but figured this
PR was already getting big and ugly enough. That is all for another day.

I truly apologize if there's anything I've missed in here. I did a lot
of this over a long period of time and kind of just... sat on it for a
while. If there's any confusing our unexplained changes, feel free to
point them out and I'll try to give an explanation.
## Why It's Good For The Game

The goal of this PR is to give a bit more depth to security's armory
implants. The intent is to present a choice in what implants are given
(rather than just tracker and maybe chem if you're feeling spiteful),
and to make them more useful as punitive/monitoring tools.

The tracker implant needed a nerf (and probably still does regardless of
this PR's success). It's never used for tracking since the teleporter
beacon is much more direct (+ gives a virtually free attack
opportunity), and the tracking range was incredibly subpar. I'd rather
not take toys away from security, but having the best option not be
roundstart gear feels like a fair compromise.

Warden content. Wardens have more gear to budget for and use at their
own (or the HOSes) discretion. The changes to the prisoner console allow
them to coordinate with officers to get good value out of the implants
they've chosen for an implantee.

Gives antagonists an alternate way to get de-implanted, without external
help, that can only be granted at the fault of security. Wardens who
dish out implants must keep an eye on the people carrying them!
## Changelog
🆑 Rhials, MrMelbert
add: The Tracker implant has had its teleport beacon functionality
migrated to the new (cargo accessible) Beacon implant.
add: Teleport Blocker security implant, that prevents the implantee from
teleporting by any means. Purchasable from cargo.
add: Security implants may now be harmlessly self-destructed at the
Prisoner Management Console.
balance: The Tracker implant tracking radius has increased from 20 to 35
tiles. The Prisoner Management Console will track and display the area
the implantee is in as well.
balance: The exile implant now prevents implantees from operating
shuttle controls.
code: Various code improvements and removal of unused vars in the
Prisoner Management Console
code: The HUD slots for chem/tracking implants have been converted to
display any implant with the IMPLANT_TYPE_SECURITY flag and an
associated sprite.
spellcheck: Modifies various implant pad readouts, removing false
information and rewriting some sections.
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-09 17:15:19 +01:00
PaxilmaniacandGitHub e3a22f5e91 Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle.
balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope.
2023-08-15 00:47:32 -04:00
necromanceranneandGitHub 6c34d93be7 Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request

Massively overhauls and standardizes the nuclear operative uplink. 

### Weapon Kits

Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.

All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.

<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?

The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)

Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.

Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.

### Other Gear

The other items in the uplink have also been consolidated and
standardized in various ways.

#### Grenades

Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.

#### Reinforcements

All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.

#### Mechs

They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.

#### Bundles

Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.

Nothing else here really. Except for one....

#### Implants

Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.

Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).

#### Base Keys

They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.

## Hat Crate

**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**

**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**

**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**

**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**

~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~

<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>

## Why It's Good For The Game

The uplink needed more spring cleaning and standardization.

With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.

In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.

I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.

Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.

And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.

~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~

~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~

## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
2023-08-08 11:40:23 +01:00
GhomandGitHub 6b007f758b Replaces ammo_casing/caseless and bullet/reusable with elements. (#76335)
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
2023-06-28 01:14:59 +00:00
GhomandGitHub 2bb4dfe76c Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
2023-06-14 23:00:05 -04:00
ArcaneMusicandGitHub f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
carlarctgandGitHub 11070cca95 Adds support for ammunition 'bands' and differentiates between detective speedloaders. (#74494)
## About The Pull Request

Adds support for ammunition 'bands', basically intended to be used
rather than wholly new sprites for new ammotypes. Additionally, they're
(meant to be) greyscale, which allows one overlay to be used for many
ammo types. Only implemented on the detective revolver.

From left to right

Default
Tracking (Purple)
Match (Silvery Blue)
Rubber (Blue)
DumDum (Yellow)
Hotshot (Red)
Iceblox (Light Blue)


![image](https://user-images.githubusercontent.com/53100513/231662171-7da7c5b3-17f8-42d6-a73b-1e9624a6e4c9.png)

These sprites are damn bad, as I'm not a spriter. I would appreciate it
if someone could improve them.

I am also not attached to the specific colors, any alternatives would be
appreciated.
## Why It's Good For The Game

Tired of all speedloaders being identical.
## Changelog
🆑
code: Adds support for ammunition 'bands', basically intended to be used
rather than wholly new sprites for new ammotypes. Additionally, they're
(meant to be) greyscale, which allows one overlay to be used for many
ammo types. Only implemented on the detective revolver.
/🆑
2023-04-26 11:21:48 +12:00
997dac9616 Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request

### **Cargo Black Market goods should stay in cargo's hands**

#### New Cargo Console Category: Imports

This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.

<details>
  <summary>The New Changes</summary>

#### Baseline Imports

MEAT: MEAT (meat backpack you can eat)

<details>
  <summary>MEAT</summary>
  
![MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593459-f3c98abe-114b-43c1-a3e2-afc16b76c84f.png)
![MEAT MEAT MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593473-07a30781-a05e-4ca5-893b-778900cd2d1c.png)

</details>

Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!

Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.

A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)

Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)

A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.

Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354

#### Contraband Imports

Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.

Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.

Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?

**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**

**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**

#### Illegal Imports (Emag)

NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.

**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**

Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!

Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!

**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**

Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.

Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.

**Side note: _This is what appears in some cargo loan events._**

Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>

#### New Crates

- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag

#### Changed Crates

- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag

#### Crates that got moved, unchanged, into Imports

- Foam Force Crate 
- Cosa Nostra Crate 
- Black Market LTSRBT 
- 'Contraband' Crate 
- Biker Gang Crate

#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.

## Why It's Good For The Game

I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.

On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.

## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-08 18:35:10 +00:00
ProfakosandGitHub 995a41654d Clarifies that TRAC bullets are not teleporter compatible (#73141)
## About The Pull Request

The detective's TRAC bullets embeds tracking implants into people. This
implants works similarly to the injectable tracking implant, such as
with the Prisoner Console or the Bluespace Locator. However, it has
`allow_teleport` set to false, preventing it from being used on the
teleporter. This has not been communicated in game, unless if you take
out the implant from whoever you shot, and stuck it inside the implanter
pad to read its in detail description.

This PR updates the ammo box and the design datum's description, to make
this clearer.

## Why It's Good For The Game

Closes #73121 , if a future detective examines the box, they will know
not to walk into the teleporter room to set up an ambush.

## Changelog
 

🆑
spellcheck: Clarifies that TRAC bullets are not teleporter compatible
/🆑
2023-02-02 15:40:02 +01:00
tattleandGitHub d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
necromanceranneandGitHub a59960f91f Fixes speedloaders and stripper clips only being able to load their initial ammo subtype, and not their matching caliber as intended. (#68394)
Allows speedloaders for the .357 and .38 to load any matching caliber. Allows stripper clips for 7.62 to do the same.
2022-07-16 20:06:55 -05:00
46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
Ryll RyllandGitHub 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
QustinnusandEmmett Gaines a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
BucovineanuandRob Bailey 384a3c7cf5 Makes .357 speedloaders unrecyclable. (#45804) 2019-08-11 02:11:58 -07:00
Rob Baileyandoranges 76115373b1 ballistic guns autodoc (#45578)
* ballistic guns autodoc

* fixes
2019-08-03 14:39:51 +12:00
QustinnusandEmmett Gaines b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
81Dentonandoranges b6d03a9e84 Adds three new .38 ammo types (#41155)
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl

Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:

    TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
    Hot Shot: 20 damage and hits the target with 6 fire stacks.
    Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.

Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
2018-11-12 20:22:48 +13:00
Dax Dupontandvuonojenmustaturska 288e7866b0 Fixes oversight with foam (#37898)
braaap

TRUE FALSE

false false
2018-05-18 16:28:34 +03:00
Dax DupontandJordan Brown 1790cf7944 You can no longer print infinite ammunition. (#37626)
* You can no longer print infinite ammunition.

* henk

lazy

anus

Reduces .38

Casings now give a tiny bit of metal so the janitor gets a buff

spacing
2018-05-03 09:44:32 -04:00
kevinz000andkevinz000 caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
phil235andoranges b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00