* Changes value of syndicate briefcase with cash from 5 to 3. (#73797)
## About The Pull Request
Changes price of syndicate briefcase full of cash from 5 to 3 tc.
Returns its price to the original one.
So i never saw anyone buy that thing, probably because of it's cost, you
can buy a bag with x-4 for 4 tc and a mini-bomb for 6 tc, and 5k of cash
for 5 tc? Like why? It's useless in most cases.
And you hardly ever use that much money, unless you want to order custom
shuttle like Monastery or something like that, and even then you cant do
it normally because of its price in 5 tc.
And as kopoba mentioned in comments crab protocol is worth of 7 tc and
gets you even bigger amount of money.
## Why It's Good For The Game
This item will be used at least. Sometimes...
## Changelog
🆑
balance: Syndicate briefcase full of cash is now worth of 3 tc instead
of 5. Better than nothing
/🆑
* Changes value of syndicate briefcase with cash from 5 to 3.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Adds Pinatas that can be purchased by cargo and clown operatives! (#73868)
## About The Pull Request
Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.
The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside
Sprites by @ Mey-Ha-Zah animated versions by me
## Why It's Good For The Game
Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
* Adds Pinatas that can be purchased by cargo and clown operatives!
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* [No GBP] Fixes double esword discounts (#73847)
## About The Pull Request
In a recent PR, I have inverted the sales values to make it easier to
calculate and modify the discounts. I did not notice that double eswords
overrode this function, thus, deswords got terrifying discounts. This PR
fixes that. Sorry about that.
I am not happy about the current solution (adding an assoc list directly
to the uplink_item datum has not worked for some reason, it initialized
as an odd value), but I will soon refactor discounts anyways.
## Why It's Good For The Game
There is a good reason double eswords have smaller discounts.
## Changelog
🆑
fix: the double esword sales are now smaller than regular sales
/🆑
* [No GBP] Fixes double esword discounts
---------
Co-authored-by: Profakos <profakos@gmail.com>
* Fixes the 20+ TC items' discounts being applied incorrectly (#73597)
## About The Pull Request
When #22429 was added, the author's expressed intention was to make 20+
TC items discount less. However, by accident, it has been instead
doubled. I have fixed this problem, while also inverting the values in
`get_discount` to make the calculations easier, and make it clearer what
the return value of the proc is for.
This way, if the 140 TC mauler rolls 75% off, it will be 38% off instead
for 87.5 TC, instead of 87% off for 17 TC.
Also autodocced some procs.
## Why It's Good For The Game
Makes the code work as originally intended.
## Changelog
🆑
fix: 20+ item's discounts are properly smaller, instead of being larger
/🆑
* Fixes the 20+ TC items' discounts being applied incorrectly
---------
Co-authored-by: Profakos <profakos@gmail.com>
* [NO GBP] surplus crate and united surplus crate show up on round end screen (#73655)
## About The Pull Request
I extended purchase() instead of spawn_item() when making the crates
which meant that they didn't show up on the round end screen!
## Why It's Good For The Game
good for items to show up on the round end screen, potentially meant
that the crates weren't being logged? unsure about that one
## Changelog
🆑
fix: surplus crates and united surplus crates now properly show up as a
purchase in the round end screen
/🆑
* [NO GBP] surplus crate and united surplus crate show up on round end screen
---------
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* Properly hides syndie crate keys from operative uplinks (#73218)
## About The Pull Request
United Surplus Crate Key had no flags, unlike United Surplus Crates, so
they appeared in Nuke Ops uplinks. This PR adds the proper flags to hide
them.
Future Improvement: It looks like something messes up uplink flags if an
admin removes your Traitor role and gives you Nuke Op or vica versa,
which can result you getting an uplink where you can not see either
role's unique gear, but I can not reliably replicate this, so for now
that has to wait for a future PR.
## Why It's Good For The Game
Fixes#72978
## Changelog
🆑
fix: United Surplus Crate Key is no longer visible in the nuke ops
uplink
/🆑
* Properly hides syndie crate keys from operative uplinks
---------
Co-authored-by: Profakos <profakos@gmail.com>
holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock
* merge conflict
* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats
* use upstream surplus loot crates
* syndicrate
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Origami kit buff (#72391)
Lowers cost of Boxed Origami Kit to 4 TC, lowers progression time
requirement to 10 minutes from 15.
This item directly competes against the 3 TC boxed throwing kit, which
contains 2 reinforced bolas, 2 dangerous paper planes and 4 highly
lethal shurikens. at a monstrous 14 TC, which is 1 TC more than the
insane sleeping carp, origami is one of the worst things you can
possibly ever buy from a uplink. This change brings the TC cost down to
match the power level of this item.
* Origami kit buff
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Add Croissants & Traitorous Baking Techniques (#72232)
## About The Pull Request
This is my Christmas present to mimes everywhere.
First of all this adds Croissants, because I thought they already
existed and was shocked to learn that they did not.

Here's a croissant and an unbaked croissant.
In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly
simply from sugar, dough, and butter.
Secondly it adds this pack of traitor gear, exclusively for Mimes and
Chefs.

The contents of this pack are:
- One combat baguette, indistinguishable from a regular baguette. If
wielded as a sword it gains a 50% block chance (equal to the Captain's
sabre) and does 20 damage.
- Two throwing croissants, which do 20 throwing damage and return to
your hand like boomerangs.
- A cookbook which teaches you the secret to turning croissaints into
deadly boomerang weapons.
You make a croissant into a throwing croissant simply by inserting an
expertly bent iron rod into it.
The chef can't make any use of the baguette unless they also gain the
ability to mime, but they can use it to make food.
https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4
Watch me here struggle to use them to kill an ape (they don't return to
your hands if thrown at an adjacent tile).
## Why It's Good For The Game
It's insane that croissants aren't already in the game.
This gives mimes an "invisible" sword to go with their invisible gun (it
announces to everyone nearby when you're about to use it, but they can't
know if it's just a _regular_ baguette).
It's funny to throw bread at people.
## Changelog
🆑
add: You can now bake croissants to add to your breakfast.
add: Traitorous chefs can bake dangerous throwing croissants, Mimes can
do this and gain the additional benefit of a deadly combat baguette.
/🆑
* Add Croissants & Traitorous Baking Techniques
Co-authored-by: Jacquerel <hnevard@gmail.com>
* oh the misery epic remix
* these arent here anymore
* how did we reach this point i wonder
* almost forgor
* how could i be such a fool
* ok
* may god have mercy on your wretched soul
* oops
* Flatten mech/combat and mech/medical (#71494)
## About The Pull Request
The only thing mech combat has is the reload helper that should be on
mech proper anyway and the medical subtype isnt even defined outside of
ody code
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Flatten mech/combat and mech/medical
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* New Station Trait: Cybernetic Revolution + Body Purist Quirk
* Mirror!
* A hidden lint!
* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* What if meteorslugs were mini cannonballs (#71137)
## About The Pull Request
Meteorslug shells fire effectively mini cannonballs. They're not as
strong, but they tear through everything they shoot, including walls and
airlocks. They're not as lethal as the real deal or go nearly as far
(range of 7, not even a screens length), but they are still pretty
destructive. They don't fling people, but they could potentially barrel
over several people, which I think is a good trade-off.
Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to
construct.
## Why It's Good For The Game
Only through sleep deprivation do I get such diabolical ideas.
Also, the original functionality wasn't very interesting except for
like, maybe a few niche silly things, but the real value was using them
to get into places. This version still definitely does that. But it's
_cooler_.
(The object displacement was pretty jank and I think this accomplishes a
very similar effect without actively harming why people would look to
use meteorslugs)
## Changelog
🆑
balance: Meteorslugs are now miniature cannonballs. They also need more
gunpowder and rum to be constructed.
/🆑
* What if meteorslugs were mini cannonballs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* The reagent dartgun's uplink description no longer lies to the player (#70951)
Updates the uplink description of the reagent dartgun to reflect it's
post-change reagent capacity (90u).
* The reagent dartgun's uplink description no longer lies to the player
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Missile Sanity Checking: I made it explode better? (#70813)
* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects
* Missile Sanity Checking: I made it explode better?
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fixes syndie bomb uplink text from being inaccurate (#70077)
* Updates the syndie bomb description to use a define on how long bomb timers should be, as it was previously using an outdated number.
* Fixes syndie bomb uplink text from being inaccurate
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine) (#69119)
Gives the Bulldog Shotgun a secondary magazine. You can press rightclick to fire and swap to the secondary magazine. You can also swap the magazine manually by pressing Alt-Rightclick on the gun, and load in a new magazine by rightclicking the gun with the magazine.
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Nukie Update 3: Uplink Spring Cleaning (I hit delete and call myself a developer) (#68539)
* Toy guns are only available to clown operatives.
* Removes from both operative uplinks: Camera Bug, Combat Gloves Plus (already removed from leaders), Guerrilla Gloves, FRAME disc, Radioactive Microlaser, Blood-Red Magboots (the standalone ones, not the modules), Power Beacon, Bioterror everything (including the bundle), Stechkin APS machine pistol and ammo, AI Detector.
* Nukie Update 3: Uplink Spring Cleaning (I hit delete and call myself a developer)
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* [s] Uplink Failsafe Fix (#68593)
* The uplink failsafe code traitor item will now actually give you a failsafe code, and won't work on uplinks that don't support it.
* [s] Uplink Failsafe Fix
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Nukie Rework Part 1: Removes some stuff from nukie uplink, adds it as keycard bonuses instead. (#68396)
* The Biohazard Sprayer, Power Fist, Flamethrower and Dart Pistol are no longer in the nukie uplink, instead being given as bonuses in the keycarded parts of the base.
* Nukie Rework Part 1: Removes some stuff from nukie uplink, adds it as keycard bonuses instead.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes for AI detector (#68301)
Fixes multitool detection
Also modifies the uplink description to reflect the changes made to the multitool and makes the HUD mode into toggleable detection mode, and removes the unused hud code
* Fixes for AI detector
Co-authored-by: Couls <coul422@gmail.com>
* Experimental Syndicate Teleporter (#68029)
* adds the syndicate teleporter to the game
available at uplink for 8 tc
lets user teleport 4-8 tiles forward, recharges randomly, can gib if no safe emergency location or EMPd/wearing bag of holding
* Experimental Syndicate Teleporter
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
* Reduces starting progtot TC to /tg/ baseline 20 and tweaks final objective costs down again.
* Makes default TC define consistent with uplink initialize changes.
* MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
* MODsuit module update: new stuff and improved old stuff
* should be all
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* 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.
* Adds a scope component, removes old zooming and adds sniper marksman ammo.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>