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61 Commits
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0d4938228f |
Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## About The Pull Request - null all GAGS vars for brass wirecutters as it doesn't use GAGS - Repath `mothbomb.dmi` so it actually gets deployed with the server - Generate map icons - Fix 150+ crafting material parity failures - Fix airlock lights not working - Fix certain species missing eyes ## Why It's Good For The Game Don't like red X ## Proof Of Testing If this PR is green check then you Know |
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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cc3bcde1c9 |
True Strike is now also an armour piercing munition (#93642)
## About The Pull Request So it dawned on me for awhile, we did get true strike and I got to use it way more, not necessarily after it is available as speedloader but I've used it for atleast a bit, realized just buying the match mag was better anyway. so, true strike sucks for actually bouncing and killing people. and while 15 damage is nothing to scoff at because any damage is better than doing no damage at all. It's already well outclassed by it's actual roundstart counterpart. This fix that, the truestrike ammo is researched fairly late into the round. Giving it AP make it more useful ## Why It's Good For The Game I think it make senses we'd want a researched ammo type more effective than something you can just. Buy? It's not like we don't have tech laser that are more effective than buckshot for raw damage. This is similar to that idea ## Changelog 🆑 add: True Strike is also now AP, making detective more scary and BR-38 much more effective against highly armoured target /🆑 |
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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e90c61a00b |
Lahti l39 (#92812)
## About The Pull Request A new admin only weapon to kill people. Scriptis told me he wanted this weapon upstream and mothblocks was like "sure whatever" see https://discord.com/channels/326822144233439242/326831214667235328/1410700500550291619 ## Why It's Good For The Game Lets admins hit people with a gun that shoots a really big bullet, its therapeutic <img width="270" height="148" alt="image" src="https://github.com/user-attachments/assets/020e2bc2-2d96-44eb-bafe-d34b82f71e93" /> <img width="205" height="150" alt="image" src="https://github.com/user-attachments/assets/2c550ca5-7d5c-4fe2-a483-c4b229a2c31f" /> IRL comparison taken from some guys YT video <img width="259" height="194" alt="image" src="https://github.com/user-attachments/assets/4a536c4d-15ad-4ba4-9137-c2d5e106445e" /> ## Changelog 3 new files and one dependent new sniper rifle which is worse than the other sniper rifle and one new lahti-l39 🆑 add: Added the Lahti-L39 rifle /🆑 |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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d2f34e33be |
moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑 |
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c9956892db |
Merge remote-tracking branch 'origin/master' into pupstream-08-19-keepsha
# Conflicts: # _maps/map_files/BoxStation/BoxStation.dmm # code/_globalvars/lists/flavor_misc.dm |
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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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efb0e037e6 |
Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request Ammo box `multiload` var was changed into a bitflag covering `AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By default, ammo boxes have both multiloading in and out, while magazines only have multiloading in, which means you can't use magazines as speedloaders, but you can still feed ammo into magazines quickly if you had, say, an ammo box for that magazine's caliber. Or... something. --- Also adds an icon state for .223 casings, which is just an edit of the old 7.62 casings to be shorter. <img width="403" height="89" alt="image" src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf" /> --- Also adds a description for toy gun magazines. ## Why It's Good For The Game Splitting ammo box multiload into "multiload in" and "multiload out" means you can't use an ammo box as a speedloader, which I thought was silly. Emergent gameplay, sure, but also silly. .223 having a unique icon instead of just looking like any other pistol casing is nice (read: pistol-caliber casings from a rifle round annoyed me). Toy gun magazine thing was for funsies at this point. ## Changelog 🆑 code: Ammo boxes' multiload variable is now a bitflag that determines if a magazine can be multiloaded into or out of. Ammo boxes can multiload in or out, while magazines can only multiload in. image: .223 ammo now has a distinct casing icon. fix: Foam force magazines now have a proper description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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8e350f1f86 |
Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request Ammo box `multiload` var was changed into a bitflag covering `AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By default, ammo boxes have both multiloading in and out, while magazines only have multiloading in, which means you can't use magazines as speedloaders, but you can still feed ammo into magazines quickly if you had, say, an ammo box for that magazine's caliber. Or... something. --- Also adds an icon state for .223 casings, which is just an edit of the old 7.62 casings to be shorter. <img width="403" height="89" alt="image" src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf" /> --- Also adds a description for toy gun magazines. ## Why It's Good For The Game Splitting ammo box multiload into "multiload in" and "multiload out" means you can't use an ammo box as a speedloader, which I thought was silly. Emergent gameplay, sure, but also silly. .223 having a unique icon instead of just looking like any other pistol casing is nice (read: pistol-caliber casings from a rifle round annoyed me). Toy gun magazine thing was for funsies at this point. ## Changelog 🆑 code: Ammo boxes' multiload variable is now a bitflag that determines if a magazine can be multiloaded into or out of. Ammo boxes can multiload in or out, while magazines can only multiload in. image: .223 ammo now has a distinct casing icon. fix: Foam force magazines now have a proper description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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5573612a43 |
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  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> |
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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  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> |
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df3d6a31ca |
Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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0619c2a21c |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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85707b3459 | Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) | ||
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6f10dc6bd8 |
Even More Magazine Miscellany - Pen Interactions, Stripes, Descriptions (#88930)
## About The Pull Request  The original purpose of this PR was to extend the previous Magazine Miscellany PR by adding the ability to recolor magazine indicators if they had a defined icon. This functionality is present by using a pen on a magazine that has a defined ammo band icon state. This PR also further standardizes magazines with different ammo types by using a define to append their description and magazine color for AP ammo, hollow-points, and incendiary ammo. This PR also _also_ gives ammo indicator bands to the magazines for the Stechkin APS and C-20r. And also gives descriptions to every magazine so they're not using a placeholder that mentions error signs anymore. Each description is roughly in the format of "caliber, suitable for gun". Not sure if I should standardize magazine names to be "caliber and special ammo type" - the only outlier I can think of right now for that would be the 7mm ammo boxes for the L6. ## Why It's Good For The Game Ammo stripes are neat, functionally, so changing the stripes on magazines in case someone chooses to reload spent mags with autolathe ammo is probably nice as a QoL thing. Descriptions that aren't placeholders are pretty cool too. ## Changelog 🆑 add: Magazines with defined ammo bands can now have their color changed with a pen, in case you're reloading spent magazines or speedloaders with different ammunition and want to change magazine colors to be appropriate. qol: C-20r magazines and Stechkin APS magazines now have ammo band support. qol: Standardized some descriptions for AP, HP, and incendiary magazines. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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81e1b149ee |
Magazine Miscellany (and a very small tidbit of gun examine QoL) (#88889)
## About The Pull Request - Makarov magazines no longer have a placeholder description from the base type. - Standardized pistol magazines' descriptions and extended descriptions for ammo types. - Repathed the gangs-era surplus rifle's magazines (these still exist? wow) from m10mm/rifle to /sr10mm so they no longer fit in Ansems. - Ammo counts from examined guns are now bolded to be slightly easier to notice at a glance. - Magazines now show ammo count on a new line.  ## Why It's Good For The Game Makarov description being an obvious placeholder bugged me and then things got out of scope. The bold ammo count thing is really small but it might come in handy for someone? Possibly? ## Changelog Surplus rifle changes not mentioned in changelog because it's unobtainable in-game and also just really bad as a gun in general. 🆑 qol: Examining a gun or magazine now shows the ammo capacity in bold. spellcheck: Standardized pistol magazine descriptions, fixing Makarov magazines having a placeholder description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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36640632ec |
Standarizes ammo band colors into defines, makes them brighter, and widens battle rifle bands (#88741)
## About The Pull Request Title  ## 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 /🆑 |
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c1a180c35d |
Traitors can purchase weapon cases for the Makarov and Riot Toy Pistol. Basic ammo comes in ammo packs. Other stuff. (#88482)
## About The Pull Request Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These cases come with the gun, two spare magazines and a box of spare loose ammo. Basic ammunition for these guns come in case packs of three, with a spare box of loose ammo. The basic ammo for Makarovs is slightly more expensive. Donksoft Toy Pistols from the uplink (and given to clown ops) now deal substantially more damage. For riot darts, this goes from 25 to 35 stamina force. However, the case now costs 6 TC. Makarov and Donksoft toy pistols have had their magazines increased by 4 bullets, for a total of 12. The Ansem is still at 8. The pistol cases now have a unique sprite thanks to SmartKar.  All included cases come with a disposal bomb built into the case. Use Alt-Right-Click on the case to start the countdown, and stand back. Or chuck it at someone you don't like. ## Why It's Good For The Game >Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These cases come with the gun, two spare magazines and a box of spare loose ammo. >Basic ammunition for these guns come in case packs of three, with a spare box of loose ammo. The basic ammo for Makarovs is slightly more expensive. A long time ago, I proposed to a maintainer that maybe traitor weapons should be bundled together with some starting ammo, to give them a little bit of a necessary boost for longevity for their cost. This being in a state of the game with only 20 TC and no way to get more. I thought progtot may alleviate this issue somewhat, but I don't believe it has at all. I narrowed this down to just the Makarov and Toy Pistol as I think they're the ones in need of help, and my reasoning is thus; A) The TC value is extremely deceptive. The weapons themselves are not very good at doing anything without additionally putting in more TC to load up on ammunition or support equipment. While it does say 7 TC on the header for the Makarov, if you want it to be silent, you have to spend more TC on a suppressor (3 TC). Then, if you're not entirely sure that only 8+1 shots you get from the beginning is enough to take out a target (maybe they're known to have armor), then you may need to get either specialized ammo or additional ammunition. At a certain point, it begs the question 'why didn't I just buy the bigger stick and get more value out of my purchase as well as more reliability?' Particularly since drawing heat probably means all that TC is just going straight into more ammo, one way or another. Or a bigger stick if you're doing side objectives, making that early purchase redundant. B) Whenever you look at either, I want you to consider. 'Could I get better results by just getting a station weapon?' The answer is almost universally 'yes'. Even some improvised weapons can be more reliable. Even spending TC on getting that weapon (like C-4) is miles more worthwhile than spending TC to get either weapon upfront. C) It significantly overvalues autolathe access just to make the weapon feel less like a ripoff. If the uplink can't in of itself justify using the weapons, they're just flat out not good. and that's assuming players even know to keep magazines. It's just a bad value purchase and deceptive in just how expensive it can end up to use them. The weapon is overshadowed by fairly comparable items once you factor additional expenditures. Even the toy pistol is a bad value purchase and it's literally just 2 TC, because the damage it does is dogshit. It's worse than a disabler. It's worse than a sleepy pen for value to effect. It's so shit, people put them on maps for free grabs. Let's resolve that with the following. > Donksoft Toy Pistols from the uplink (and given to clown ops) now deal substantially more damage. For riot darts, this goes from 25 to 35 stamina force. However, the case now costs 6 TC. Subtle weapon, good, reliable damage. Fantastic for kidnapping at 40 damage. All without ever actually inflicting a real point of damage. Great for clowns, great for pacifist tots. Decent deniability. Silicons may have a harder time justifying an intervention. Genuinely a budget tool that increases the value of any TC you put into it. Since it has so much more value, this is why I've increased the price to offset this. It is actually competing with similar tools well enough to not go too overboard. > Makarov and Donksoft toy pistols have had their magazines increased by 4 bullets, for a total of 12. The Ansem is still at 8. Longevity is the only thing Makarovs seem to want to claim to have over the revolver, and it isn't much more longevity from just the gun itself (7 bullets on the revolver compared to 8+1 on the pistol). If we're talking real longevity, and particularly if you're considering getting a silencer, than the ebow is literally 3 TC more expensive, silent, and has endless ammunition with high damage output. You still need to dump a lot of TC into the Makarov to satiate its ammo needs if you happen to be skirmishing a lot. By comparison, just getting a single laser can often times do a much better job at skirmishing than the tot with a Makarov can. And do comparable damage no less. From experience, I've always done better with lasers than the Makarov. Making it more directly able to maintain a good ammo count during a fight hopefully makes the Makarov feel more like a value purchase for what I think should be its strength. Staying power and the ability to be aggressive with ammo expenditure. Particularly against larger numbers, which traitors are almost always expected to go up against. If those opponents have lasers, the Makarov just always gets outgunned by an absurd amount (lasers on their own have like 16 shots, so you can do the math if there are even two people with a laser each). Simply put; let's not make make tots feel like a dumbass for not just getting a laser themselves or buying a ebow to maintain firepower over long fights, especially with rechargers usually being in pretty nicely secluded locations for them to access. ## Changelog 🆑 NecromancerAnne (code), SmArtKar (sprites) balance: Makarovs and Toy Pistols come in weapon cases. Complete with spare ammo. balance: Basic ammo for either weapon comes in weapon cases of three extra magazines at an affordable price. balance: Donksoft Toy Pistols from the uplink are much stronger than their standard counterparts, but now priced at 6 TC. balance: Makarovs and Toy pistols have a magazine capacity of 12 rounds. balance: Gun/Ammo cases from the traitor uplink can be destroyed by activating the disposal bomb. Press Alt-Right-Click on the case to start the timer. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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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.  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. |
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1cd662cc8c |
Magazines now lazyload their contents in order to save on gun init times (#87224)
## About The Pull Request Ammo boxes, this includes magazines and magazines inside of guns, now lazyload their ammo in order to save on init times by keeping it as types in their ammo list and initializing them as needed. As a side effect, you can only use get_round to access rounds now, direct array access will probably not work. ## Why It's Good For The Game trying to save on init times and delay death of guncode by a tiny bit ## Changelog 🆑 code: Magazines now lazyload their contents in order to save on gun init times. Please report any broken/non-functional guns! /🆑 |
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b98afcd140 |
Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request   Adds the Abielle Smart-SMG to replace the pp-95 entirely. The Abielle performs nearly identically to the pp-95 in nearly all aspects, doing 0.5 less damage because it's not a projectile modifier on 9mm anymore. What the Abielle does do majorly differently, is give it's bullets a slight homing ability VS whatever you clicked on. This keeps the weapon equally useless to it's predecessor at spraying blindly down hallways, while rewarding careful aim with bullets that slightly track the target. ## Why It's Good For The Game The surplus smg sucks, and I don't mean performance-wise (although it certainly does, that's the idea). The surplus smg sucks because typically you would be better suited using it as a melee weapon due to the inaccuracy and low damage. Making the cheapo "I forgot to buy a weapon" gun practically useless is super punishing especially for newer ops who might not remember to buy a weapon first. The smartgun makes the surplus smg still pretty shit compared to the other nukeops guns that can down a man nearly instantly, but means that reinforcements or broke ass nukeops can still be relatively effective so long as they can click on a spaceman across the screen. ## Changelog 🆑 balance: The nukeops surplus smg, the pp-95, has been reworked into the Abielle Smart-SMG. It performs nearly identically to the pp-95, however it's projectiles get a slight homing ability towards whatever you click on. sound: New firing sounds for the surplus smg, credit to the m41 sound effects from tgmc image: New sprites for the surplus smg, made by me /🆑 |
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299efc9c8a |
Updates the sprite of the bulldog shotgun and fixes some related code (#85121)
Fixes bulldog shotgun unique mag display not working on the sprite, resprites the bulldog shotgun along with inhands and new worn sprites and cleans up a little of the code surrounding the bulldog. |
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25c6602196 |
Makes toy/riot C20R45's show the correct dart types in their magazines (#84095)
 🆑 ShizCalev image: Foam darts in the magazine of a toy/riot C20R45 will now show the correct color corresponding to the type of said dart loaded in it instead of a generic bullet sprite. /🆑 |
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2fc83bc449 |
mag check - examining magazines now tells you what's the next/ready round (#79258)
## About The Pull Request joke pr name: Mag Drills (Elite) - Examining an ammo box (incl. magazines) now tells you the top-loaded/next round in the magazine, so if you have a bunch of mislabeled/unlabeled magazines you can figure out which one is your regular bullets and your Not So Regular bullets. - Also, adds a variable `casing_phrasing` which is used instead of just "rounds" or "shells" in little, relevant text bits (e.g. moving bullets in/out of magazines). ## Why It's Good For The Game - Ammo Box Examines: I think it's probably a good thing to be able to check what bullets are in what box/magazine without having to pull them out. - The casing phrasing thing was just for something that bugged me. I should probably extend that out to the guns, too, but after a certain point it's just something that only a small subset of people will notice. ## Changelog 🆑 qol: Examining an ammo box (incl. magazines) now tells you the top loaded round, so if you have different ammo types in different magazines, you can at least try to figure out which one is which. spellcheck: Ammo boxes (incl. magazines) can now be set to use different phrasing for their ammunition (e.g. cartridges, shells, etc. instead of just mixing "rounds" and "shells"). /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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053e66b0d3 |
Makes the Regal Condor realistically simulate being shot dead with a high caliber hand cannon by making it HITSCAN (#78674)
## About The Pull Request The Regal Condor come with a magazine and ammo already inside. The recipe for the magazine now no longer needs TC, but does need donk pockets (sponsored murder gear, you see) and a hell of a lot more materials per magazine (you're looking at like 40 sheets of various materials all up). It also needs you to make the Condor first. But it comes preloaded with ammo. The Condor is 1 whole TC more expensive. Also needs some metal. The old recipe is there in spirit. The Regal Condor and the magazines come with 10mm Reaper bullets. They're high damage. They're high AP. They are also hitscan. ## Why It's Good For The Game Apparently people don't like the Condor. Too much effort for not enough reward. After all, revolvers exist. 'It must be a joke' they say! 'It's joke content! I went to all that effort to make it for nothing! That slut Anne tricked us!' **Wrong, bitch.** If you want the Condor to make you shit yourself the moment someone with it appears on the screen, then fine! ### **You get what you fucking deserve.** ## Changelog 🆑 balance: Despite earlier reports suggesting that the famous lethality of the Regal Condor was largely a myth, there has been rumors that the gun has once again started to display its true killing potential on any station that it 'manifests'. /🆑 |
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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. /🆑 |
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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. |
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27650dac1d |
Prevents desert eagles from loading sniper rounds (and vice versa) (#75382)
## About The Pull Request This splits CALIBER_50 into CALIBER_50BMG and CALIBER_50AE, setting the sniper rifle to use the former and the deagle to use the latter. ## Why It's Good For The Game Prevents each of these weapons from loading calibers that they are not intended to. Recorded from yogs:  ## Changelog 🆑 fix: Desert Eagles can no longer load .50 BMG sniper rifle rounds and vice versa. /🆑 |
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68b1e6c2e0 |
Fixes the Regal Condor's magazines being invisible (#74615)
## About The Pull Request  (see title.) ## Why It's Good For The Game if you go through the entire sidequest to assemble The Doohickey (10mm 2rnd burst), i think you should probably be able to reload it ## Changelog 🆑 fix: The Regal Condor's magazines are actually visible, and therefore useful for their intended purpose. /🆑 Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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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>   </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> |
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c27f9a6d9b |
Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes (#73781)
## About The Pull Request ### The Rifle: -The Sniper Rifle is now a bolt action. This replaces the 4 second fire delay on the sniper rifle. This overall will improve the fire rate if you're good at racking the bolt, but it will also feel less like you're in a weird limbo of inaction while using the sniper rifle, since the fire delay can be quite confusing to players not used to it. This can be tweaked, like reducing the speed of the racking action, if it seems like it is too much. -The scope component now goes up to 50 tiles (or so), which allows you to gain a significant sightline over an area. The reasoning for this is simple. The component actually nerfed the overall range of the sniper rifle's scope, so this should hopefully restore that somewhat. And having such a huge sightline makes it much easier to utilize the impressive range of the rifle. Currently, it's really only ideal for extremely close range fighting. -The normal sniper rifle, the one that syndicate base scientists get, can be suppressed. I don't know why it was different. ### The Ammo: Normal .50 BMG: Does much more object damage, and on top of that deals additional damage to mechs, but not by much more. Now, when it dismembers a limb, it also deals its damage to the chest. This ensures that you didn't straight up lose out on dealing a killing blow because you took their limb off, and makes the dismemberment property of .50 BMG a significant upside rather than a immense detriment. Marksman: Gains a lot of the above benefits, but has much lower range. Why this nerf? It's actually because of some funny nonsense with how ricochet works. Which can cause....accidents to happen. To you. Consider that firing down a straight line and missing could be quite embarrassing when the bullet has 400 tiles of range. Soporific: Now called Disruptor ammo. Works as it did before, putting humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some stamina damage, if...that's relevant. But now also causes an EMP effect and a boatload of added damage to both mechs and borgs, allowing it to be an excellent anti-mech and anti-borg ammo type, as well as scrambling any pesky suit sensors, energy weapons and so on in an area around the impact. Useful for support fire. Incendiary (NEW!): Causes a massive firebomb to go off where it impacts (no explosion, so this isn't a stun). Also sets the target on fire, which is always fun. Good for shooting into groups of people with impunity. Also deals burn damage instead, since I think nukies could use more methods for direct fire damage. Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides. No armour penetration, no dismemberment, no paralysis. It still deals a lot of damage to objects, so not a bad option for simply removing structures from afar. So what's the point in this ammo? You can buy 7 magazines for the price of one. I want to introduce 'Surplus' as an idea for nukies to invest in if they want to be able to keep shooting but they're really on a budget, like most non-warop nukies tend to be. This is definitely subject to change (like a damage decrease on top of everything else). Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special ammo costs 4 TC. Every special ammo also has the same ammo capacity as the normal magazine. It's kind of weird how most of the subtypes had 5 shots rather than 6, but then soporific had...3? I don't get it. This would probably cause a good deal of confusion, especially if you are swapping ammo types and weren't aware of this particular oddity. Anyway, 6 shots. ### Minor Addition Gets rid of the cheap suppressor. It lies to players, tricking them into thinking this is a low quality suppressor. Newsflash, it isn't. There is no distinct difference between that suppressor and the normal suppressor. ## Why It's Good For The Game The sniper rifle, unfortunately, sucks a lot except for very specific use cases. It got a big nerf with the scope component in terms of range, even if the functionality is way cooler. And, at a baseline, there was some counterintuitive functions attached to it. Dismemberment was cool, but it also caused a loss in overall damage due to how limbs contribute to core health. On top of this, the cool ammo types were...not much better? Penetrator was almost always the best option, even if it lost a lot of damage as a consequence. So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It has some other uses but if I had to be entirely honest, there wasn't much that other weapon couldn't do as well. Hopefully this helps things going forward, and I want to mess with this as well down the line in case its a bit too much of a boost in power. Absolutely please rip this PR apart. ## Changelog 🆑 balance: Makes the syndicate sniper rifle a bolt-action rifle. balance: Sniper rifles have a scope range of roughly 50 tiles. balance: Sniper rifle ammo, if it dismembers your limbs, does damage to the chest. balance: All the various syndicate sniper rifle magazines have consistent casing quantities (6 shots). They also have more consistent pricing. 3 for normal and a box of surplus, and 4 for every other type. balance: Reduces the range of Marksman ammo to 50 tiles. Not because it is strong, but because you might accidentally shoot yourself if you're not watching where you're shooting. Ricochets are no joke. add: Replaces Soporific with Disruptor ammo. Works like soporific, but also EMPS things it hits. add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the struck target, as well as setting targets on fire. Great for parties. add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity over quality, baby. remove: The suppressors in the bundle are of standard quality. The apparent 'cheap suppressor' that came bundled with the C-20r and sniper rifle were found to actually be 'fine'. Trust us. /🆑 |
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45bd67e0dd |
Fixes a bunch of ammo sprite fuckups (#73987)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/73979 and cleans up some leftovers from https://github.com/tgstation/tgstation/pull/73736 Fixes 12 gauge external shotgun magazine sprites from using the default sprite when we have unique ones Adds unique sprites for the 12 gauge external shotgun buckshot/slug magazines ## Why It's Good For The Game   Nukies that use the bullpup can recognize their ammo availability/selection quickly Magazines are more consistently displayed ## Changelog 🆑 fix: A bunch of invisible magazine sprites are visible now imageadd: Bullpup shotgun magazines for buckshot and slugs are now indicated with a red or white dot, respectively. /🆑 |
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ebeec530ff |
Changes AMMO_BOX_FULL_EMPTY to be either -full or -empty on a magazine, rather than the old behavior of using the max ammo of the magazine (#73736)
## About The Pull Request As the title might imply: AMMO_BOX_FULL_EMPTY will now look for sprites with -full and -empty, rather than -[whatever the max ammo was] and -0 ## Why It's Good For The Game If a magazine is only going to have two states, that being having ammo and not having ammo, why do I have to fuck with finding the capacity of the magazine? On the other hand, why should anyone trying to change the ammo count of a magazine have to fuck with the sprite naming for what should otherwise just be a change of a var. ## Changelog 🆑 code: AMMO_BOX_FULL_EMPTY now looks for -full and -empty for sprites, rather than -[max ammo of that magazine] and -0 /🆑 |
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39ba5c6c68 |
Soporific magazines use the correct icon, penetrator and marksman magazines now have icons. (#73217)
## About The Pull Request Fixes #73192 Soporific sniper rifle magazines had used the wrong icon, I've fixed this, I'm also re-purposed an old unused magazine sprite and added a new one for the other 2 sniper ammo types. ## Why It's Good For The Game Bug fix + now the alt sniper ammo types have unique sprites. ## Changelog 🆑 fix: Soporific sniper magazines use the correct icon again. imageadd: Penetrator and Marksman sniper magazines now have icons. /🆑 |
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71835a7c1c |
Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more. Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus. Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes. Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder. Removes the nuke op leader's Krav Maga gloves. Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent. Moves pistol sprites a bit up to center them. |
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742b272f52 |
Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218)
Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse. https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now) Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone. |
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bacf80e858 |
Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier (#57687)
* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier instead. * forgot the define * actually if this is .35 it's 10 shots again so let's do that instead wow a .1 difference DOES matter fuck our health system |
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e4079c87b8 |
update_appearance (#55468)
Creates update_name and update_desc Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together Less non-icon handling code in update_icon and friends Signal hooks for things that want to change names and descriptions 99%+ of the changes in this are just from switching everything over to update_appearance from update_icon |
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0782e92d1d |
Defines calibers (#56476)
Adds defines for all of the ammo calibers Replaces all current magic strings with defines Docs what guns use what calibers Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds |
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93cb4cddc4 |
Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list -Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage -You can no longer punch yourself while holding someone up to trigger the charged shot -You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round -Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!) -Piercing wounds make further wounds a bit easier to apply to give them a bit more power -Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get -Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse Also as a minor note Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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54572041bd |
Adds smg to replace the mosin as nuke op surplus gun. Remake of #51285 (#51314)
* github makes my brain hurt i managed to completely fuck over the last branch * gun inhands please god travis dont fail * just learn the recoil pattern like cs:go bro its not that hard 5 more spread * wtf appveyor capitalizes the magazine name to make appveyor run again * those were, in fact, not the correct inhands dont know how i fucked up the arg inhands, urg moment indeed * Update code/modules/projectiles/boxes_magazines/external/smg.dm Co-authored-by: Rohesie <rohesie@gmail.com> * fixes a minor sprite fucky wucky would have helped if i actually tested if the sprites work Co-authored-by: Rohesie <rohesie@gmail.com> |
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b87f65d95e |
Converts ALL typepaths to lowercase (#51642)
* Case of lower * More changes * Ruins the nice 420 diff, brainfart when doing the second batch of conversions * More changes * Next batch. I think * Converts even more paths * Restarts bots * Capital Free Zone * Come on travis, do something * Renames areas * Bots, please stop dying * Updates CONTRIBUTING.md and updates a few paths I missed. * APC recgarftzfvas /obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger |
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0eaf4ca0df |
Various Antagonist Handgun/Rifle changes; Stechkin, Stechkin APS, c20-r, m90gl (#50734)
* overhauls the crap out of a lot of antag guns and their ammo * Should probably shoot an additional bullet per squeeze at this point * nyoops * So travis will stop yelling at me for new lines * Should be all I need to fix for maps * Touches up the stechkin sprite again * Increased the fire rate and spread of the APS and the spread of the m90, added additional magazine types for the APS and added incendiary mags into the Spetznaz bundle to retain the fire theme, added phasic m90 ammo that penetrates through all surfaces but does significantly less damage available to ops for 8 tc, tided up the code for the aps a little more and also it's sprite. * fixes some stuff * So travis will cease screaming * Changed how the phasic bullets work to being closer to xray beams, added additional flags to allow the bullets to pass through structures and machinery * Update code/game/machinery/_machinery.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/game/machinery/_machinery.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/game/machinery/doors/door.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/modules/projectiles/boxes_magazines/external/pistol.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/game/objects/structures.dm Co-authored-by: Rohesie <rohesie@gmail.com> * updated the gun sprites a bit more * Hopefully this fixes the conflicts? * Update code/game/machinery/doors/door.dm Co-authored-by: Rohesie <rohesie@gmail.com> * More updating, fatter stechkin sprite Co-authored-by: Rohesie <rohesie@gmail.com> |
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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!
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