Commit Graph

359 Commits

Author SHA1 Message Date
Timberpoes
6e277b5b4a Syringe gun and rapid fire syringe gun nerfs, uplink reagent gun buffs. (#55642)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-22 17:31:20 -08:00
Ryll Ryll
7713a70f4e It's Donk or Don't (#55566) 2020-12-17 20:06:15 -08:00
MrMelbert
c8536907fc Accidental Consumption post-food refactor cleanup (#55152)
Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly
2020-11-26 14:41:26 +00:00
necromanceranne
f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Rohesie
c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
tralezab
b59cbd60f3 most laser and energy weapons are bigger, lethal lasers are cheaper (#54041)
Nearly all guns except the security disabler is large, meaning it can't fit in backpacks.
2020-10-06 18:37:42 -03:00
TiviPlus
72fc7213ed Mecha medical and other_equipment refactor (#53637) 2020-09-23 02:40:16 -03:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
Ryll Ryll
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
2020-08-26 17:22:59 -07:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
MrMelbert
789aa2b6ba Adds an item proc for accidental consumption and implements it in food containers (bread, cake, cheese) (#51925)
* cronch monch ow, i'm dyin bros

* oopsies

* also should've removed that

* first round of fixes, thanks bros

* fk

* Some post cleanup

* ?

* if-else begone

* gotta sweep sweep sweep

* proper math

* Update code/modules/projectiles/ammunition/_ammunition.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-20 09:40:46 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Paxilmaniac
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>
2020-06-22 16:25:39 -03:00
nemvar
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
2020-06-17 20:47:57 -03:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Ryll Ryll
afdce632bc Adds coupons to cargo, turns small crates into goodies (#51216)
* Adds coupons

* fixes invalid var

* fixes old var name

* test

* does this please you travis?

* is that a prize, or....

* adjusts odds

* fikou owes me $10

* neatens code per review

* corrects bouncy

* corrects some errors

* redisables price gouging on goodies
2020-06-03 21:40:39 +02:00
nemvar
b437cd0e23 Fixes nothing (wand) (#50964)
Fixes nothing (wand)
2020-05-08 06:42:02 -07:00
necromanceranne
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>
2020-05-04 06:21:14 -03:00
ArcaneMusic
dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00
Thunder12345
aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game

Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.

Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.

Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.

Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog

🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
2020-04-18 11:10:01 +12:00
Ryll Ryll
5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

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

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

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

Big points:

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

Other misc fixes/changes

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

Why It's Good For The Game

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

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
itseasytosee
31ffa4a2da Tastes like nothing (#49240) 2020-02-08 14:57:50 -05:00
Emmett Gaines
2cf7728494 Removes the bitflag helpers (#49106) 2020-02-03 16:26:00 -05:00
plapatin
6a85a99dff adds glockroaches (#47900)
About The Pull Request

Adds glockroaches, a cockroach with a fucking gun.
Currently only obtainable through gold core spawns/admin spawning.
They drop 0.9mm ammo casing, so you know when an assistant in maintenance was murdered by a cockroach.
there's honestly not much to say about this pr
image
Why It's Good For The Game

Are you really going to argue with that cockroach? He has a fucking GUN!
2019-12-01 12:17:40 +13:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

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

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
nemvar
a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
Rob Bailey
7d7a1e72d9 Gun sound revamp (#46689)
* shitload of new sounds

* dme fix

* file fixes

* more file fixes

* more file fixes

* volume tweaks + better pistol sounds

* more new sounds + no through walls suppressed

* better suppressed

* more work

* pistol handling sounds

* small tweaks
2019-09-24 18:01:27 -04:00
PKPenguin321
898f544414 [Ready] Adds a Shrink Ray (#45387)
About The Pull Request

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

Why It's Good For The Game

It's really goddamn cool
Changelog

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

I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
2019-08-21 11:50:38 +12:00
xmikey555
80df08aefd Fixes 357 autolathe shells, also fixes the custom incapacitating shot (#45527)
* fixes materials for 357 casing

* also fixing incapacitating shot
2019-07-28 17:57:37 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

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

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

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

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

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

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

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

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

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
Rob Bailey
de2b62a706 no caseless bouncing (#45361)
About The Pull Request

prevents caseless ammo from bouncing away
fixes some issues with guns that do not exist yet eyes
2019-07-24 15:38:44 +12:00
tralezab
3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
2019-07-22 20:00:34 +02:00
Rob Bailey
440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00
cacogen
85ca0d5272 Adds stats to creation/destruction of cleanable decals and trash on station (#44989)
* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd
2019-07-12 14:11:23 -07:00
wesoda25
67c2434a21 Adds lots of New Items to Syndicate Kits (#44509)
* Update uplink_kits.dm

* fucking stupid man

* Update energy.dm

* Update uplink_kits.dm

* Update special.dm

* Update special.dm

* Update misc.dm

* Update special.dm

* Update misc.dm

* makes hacker better
2019-06-18 23:22:57 -04:00
4dplanner
69bd3810b2 HoS gun ion mode replaces taser mode (#44216)
* HoS gun ion mode

* Bumps up HoS egun ion cost

* Rearranges hos gun ammo types

* Fixes empulse

Adjusts hos ion to weak level
Fixes weak ion bolt
2019-06-11 10:36:17 -04:00
Whoneedspacee
03f7432511 New RPGLoot Affixes + Component Additions (#44188)
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling

adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target

moves knockback handling to a general proc

adds ishelpers for guns and projectiles

* no more weird projectile handling it can just not apply the effect if the component somehow goes away

lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something

* fixes up comsig stuff

adds new components to the fantasy prefix and suffix

knockback now handles throwing anchored objects

lifesteal now properly heals the target with projectiel weapons

adds summoning component to handle mob summoning with item attacking and such

adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same

adds shrapnel component, fires projectiles around a fired projectile when it hits

adds igniter component to set attacked mobs on fire

* no more shrapnel on items that can't use it

summoning items now summon at least one mob maximum

adds specific weighted projectile types for shrapnel to prevent broken options being picked

removes the reverse var from knockback component and instead just handles negative thrown turf
2019-06-03 11:00:12 +12:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
ShizCalev
a26ffb2040 Fixes wormhole projectors for pacifists (#43096)
* Fixes wormhole projectors and gravity manipulators for pacifists

* code cleanup

* didn't mean to push that!

* removes gravgun

* Update code/modules/projectiles/ammunition/energy/portal.dm

Co-Authored-By: ShizCalev <ShizCalev@users.noreply.github.com>
2019-03-14 15:28:03 -04:00
tralezab
9e4856d55d [READY] dilutes the staff of chaos pool with some more bolts (#42719)
* staves

* projectiles

* sapped event

* last of the staves (need to sprite and get sounds)

* last of the projectiles

* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.

* removes staff of cooperation, adds fly magic status effect

* a couple things with flight + tweaks

* removes old bolts/staves, finishes and adds parts of the new set

* fixes

* fetching + flying fixes, added chill and wipe

* and done

* cobblestone's review
2019-03-08 08:24:57 -05:00
Rob Bailey
ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00
Rob Bailey
86cb5c2576 Fixes the RPG, renames it and adds some fluff text (#42853)
* fixes rocket launcher, but not some other issues with it

* oh god oh fuck I broke everything

* ok nevermind we rollin

* remove a dumb testing runtime

* less weird gramma on new description

* change the typepath of the rocket to make it easier to know what it is

* I don't remember if I even changed anything here but here it is anyways

* grammar error fix

* better qdel

* casing to fix the article system

* grammar fixes + hack to clear the mag

* small hack for single round mags and makes sure icons update after being loaded

* whoops

* minimize diffs

* capitalization with improper flag
2019-02-25 21:48:11 +11:00
subject217
7a2d4cd7ef Removes the stamina version of .45 ammo (#42692)
* webbit reddit

* commits for each file

damn i hate web edits

* magazine

one of these is going to conflict with the guns pr why am i doing this at 2 am

* yeet

* does it compile

probably not
2019-02-08 11:55:48 -05:00
81Denton
cd3d97c1a6 Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (#42102)
* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps
2019-01-07 19:19:45 +13:00
Jordie
c192ece1b3 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 16:45:10 +11:00
Jack Edge
25a5750923 New admin only wand, wand of safety, plus buffed other admin wands
🆑 coiax
admin: Admins now have access to a "wand of safety", a supercharged teleportation
wand that moves people to a safe turf, like a swarmer teleport without the cuffing.
/🆑

I also changed the description of the debug healing wands, and added
a debug safety, and debug death wands. Debug wands also charge
every (other?) tick.

I specifically coded this because I would have liked to have something like it
for the Winter Ball, in clearing people who were trying to break into the Brig.
2018-12-21 15:49:50 +00:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
81Denton
b6d03a9e84 Adds three new .38 ammo types (#41155)
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl

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

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

Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
2018-11-12 20:22:48 +13:00