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55bd28d0aec8b4b65fbd9c6783693698b7fb3e6c
3010 Commits
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55bd28d0ae |
Reformats rebar crossbow description, removes nonexistent misfire warning. (#86474)
Reworked description of rebarxbow, and rebarxbow/syndie. Removed incorrect missfire label on rebarxbow regular variant. ## About The Pull Request The description for the rebar crossbow is too long-winded, so I made it succinct. Fixes a few typos too, and removes a warning about misfire for regular crossbows that has no business for being there. What this PR does **not** fix are the recent changes in gun code lowering the reserve ammo count for all crossbows by one, thanks to some off-by-one shenanigans that crossbows formerly exploited. I chose to not include a fix for it in this PR, as it could be considered a balance change. ## Why It's Good For The Game Good grammar good, Bad grammar bad. Long text bad, shorter text good. ## Changelog 🆑 spellcheck: Changed description of Rebar crossbow. fix: Rebar crossbow description will no longer lie about it's missfire potential. /🆑 |
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a380e4c218 |
gives some items sound_vary true (#86467)
## About The Pull Request changed the `sound_vary` var that gives `vary` to pickup/drop sounds to `TRUE` on: - grenade - handcuffs - lead pipe - batons - beaker - drinking glass ## Why It's Good For The Game will give more variety for the soundscape, only did it for items that will sounds good with it ## Changelog 🆑 grungussuss sound: some more items will vary in pitch when picking them up and placing them down /🆑 |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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40dfabd836 |
Fixes ballistic weapons not making any firing sound (#86250)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 |
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6c0ba4fe98 |
Adds new sprites for hellfire lasers (#86074)
## About The Pull Request Resprited hellfire lasers to be slightly fancier and easier to distinguish from normal ones   Closes #86072 ## Why It's Good For The Game Currently they're just x2 scaled up normal lasers which results in them being larger than a human. ## Changelog 🆑 image: Added new sprites for hellfire lasers /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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88bc037b7b |
Projectiles no longer always play turf hit sound (#86095)
## About The Pull Request Closes #86085 ## Changelog 🆑 fix: Projectiles no longer always play turf hit sound /🆑 |
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11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |
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b6d3e114da |
Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)
## About The Pull Request Replaces spin/flip's uses in mining's style meter and bitrunner's projectile parrying and instead uses a new emote, taunt. It also does not play a sound effect for emoting, only when you successfully block a projectile. The parrying time from the flip was 1.4 seconds, with taunting it is now 0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses. https://www.youtube.com/watch?v=cJGuEqNhqUs https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6 ## Why It's Good For The Game Spin and flip are emotes that get a little boring and repetitive, which makes its complete overuse quite annoying to see. Compared to spin, taunting is a quick turn, which stacked with the cooldown, makes it a shorter and un-overusable emote. It also has a cooldown of 1.5s between hits, so players now actually have a limit to how much they can parry/style. Currently if you have some way to regenerate stamina damage, you're pretty set to spam parry all projectiles at essentially no cost, since emotes cost nothing to use, removing the limit of having to actually time it. I wouldnt say falling over is necessarily a downside since anyone who uses these items for a while can quickly figure out exactly hwo to maximize parrying time. ## Changelog 🆑 add: Added Taunting, a faster and cooldowned version of the Spin emote. balance: Wizards blocking projectiles with Transparence and the bitrunner matrix skillchip now have a visible effect of deflecting the projectile. balance: The bitrunner skillchip now uses taunt instead of flip. balance: The style meter now uses taunting instead of flips and spins. /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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7e9c22bd6a |
Chameleon gun counts as harmless and can be fired by pacifists (#85520)
## About The Pull Request Closes #85496 ## Changelog 🆑 fix: Chameleon gun counts as harmless and can be fired by pacifists /🆑 |
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c5e2321313 |
add syndie lipstick (#85249)
## About The Pull Request Add syndicate branded lipstick for stealth operations, super-secret formula allows you to do similar energy gun damage with just a kiss, leaving a distinctive laser-like mark. ## Why It's Good For The Game The traitor arsenal is replenished with a new method of killing, elegant and without suspicion. Just send an air `*kiss`! You might ask what makes syndie kiss different from mime gun, besides similar characteristics to egun: - Causes burn damage - It's the emote `*kiss` after lipstick application that does the damage, not the lipstick itself - It has standard kissing cooldown - Kisses always fly to the head, good for the investigation - Can fly through windows and lattice - Unlimited number of lipstick uses - Could be wiped out, unlike mime gun - Can be reapplied after wiping off In addition to adding lipstick, also: - Fix wallhit sound, accidentally hit a wall and no sound came out of it, and not just with a kiss - Kiss log no longer contains on hitting the kisser name, but there is a log about sending a kiss ## Changelog     🆑 add: add syndicate branded lipstick to uplink (6 TC), after applying lipstick *kiss deals damage equal to energy gun fix: fix wallhit sound for projectile /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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06aa7b846a |
Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request All references to "Waffle Co" and "Waffle Company" have been scrubbed and replaced with appropriate branding. "The Waffle Corporation" may be shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only. All references to "Donk Corp." and "Donk Corporation" have been scrubbed and replaced with appropriate branding. "Donk Company" may be shortened to "Donk", "Donk Co" or "Donk Co." only. ## Why It's Good For The Game Keeps these names consistant and lore accurate. ## Changelog 🆑 spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co. /🆑 --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> |
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f0575ec415 |
The Soundening: Security and guns edition. (#85309)
## About The Pull Request https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7 Pickup sounds for: - all guns - riot shields - handcuffs - batons and telebatons - pepper spray - all grenades Storage open sound for: - security belt, security webbing, all holsters Successfully cuffing someone now has its own satisfying sound! ## Why It's Good For The Game The most combat intensive role in the game doesn't have these sounds to complement their gameplay, these sounds will increase the amount of danger audio cues you can listen for and give feedback to players on what others are doing. ## Changelog 🆑 sound: guns have pickup and drop sounds sound: security belts and holsters have opening sounds sound: handcuffs have pickup and drop sounds sound: stun batons and telescopic batons now have pickup and drop sounds sound: grenades have pickup and drop sounds sounds: riot shields and telescopic shields have pickup and drop sounds sound: successfully handcuffing someone has sound /🆑 |
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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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acb7b39a8f |
Fixes projectiles facing north if ricocheting, deflected or homing (#85216)
## About The Pull Request It **turns** out that `TurnTo` doesn't re**turn** `Turn`, but the angle (number, not matrix) it's **turn**ed to (used nowhere in the code), and `transform` is built-in variable that default to an identity matrix if set to an invalid value (anything but another matrix) The only thing keeping the projectiles facing the right direction when fired up to one of the aforementioned situations was another `Turn` call (not `turnTo`) called on `projectile/fire`, which I apparently didn't fully grasp the redundancy of (if there were no such issue to begin with) at the time. This PR also cleans up and rearranges the related code a little, including a fallback that was never reached because the projectile `Angle` variable is never null (unless something theorically fucky wucky happens with projectile code but that'd be an even bigger issue). ## Why It's Good For The Game Fixing an old issue caused by the author of this PR in #80599, me. ## Changelog 🆑 fix: Fixes projectiles facing north if ricocheting, deflected or homing /🆑 |
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6323ee68d9 |
Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request Hello, coder of carrot swords here! Contains; Melon armours and helmets for all melon subtypes. (with fire-resistant counterparts specifficaly if you make the stuff from fire-resistant melons). Helmets can be worn by Ian! Inhands, slices, and mushes for all melon subtypes. Bamboo staff + abillity to wear bamboo hat in reverse to look much cooler. Parsnip shiv and sabre. Moonflower buckler. Chantarelle wizard hat. Durathread robe with options to be crafted into different wizard type themed ones by combining with rare plants; chili's and a nova flower make Pyromancer Robes, destroying angels and deathweeds make necromancer's ones, and so on. Cahn'root, a new plant, which brews into root beer, and has couple more uses. Cahn'root shiv and dagger. Two new arrow variants; a sticky one, and a poisoned one.   ## Why It's Good For The Game  Ever since carrot swords got merged in, I saw several people requesting melon armours, so I had to get to it eventually. Inhands, and slices for melons came about alongside it, in sudden burst of aspergers I couldn't let such inconsistancies slide. Everything else mostly came about because I got hanged up on idea of giving botany a 'build' which could represent each of the classess from DnD. They make for a nice set together, and are mostly harmless. ## Changelog 🆑 add: All the melons are now sliceable, and have inhands, instead of just watermelon and holymelon respectively. add: You can now hollow out melons of all kinds with a spoon to make helmets or chestplates, based on the potency! If you are unlucky, you can tie up three helmets into a chestplate with durathread using the crafting menu. add: You can now make a bo staff out of bamboo and steelcap logs. add: You can now make a moonflower buckler out of moonflowers and steelcap logs. add: You can also hollow out chantarelle to make mock-up wizard hat. add: Parsnips, as mutation of carrots, become equaly able to be sharpaned, turning into shivs, or with potency and luck, sabres. add: You can now craft a durathread robe, and customize it into different variants using specific plants in crafting menu. add: Carrots gain a new possible mutation; cahn'root, brewable into root beer and sharpanable into shivs or daggers! add: Rice hat, made from bamboo, now has an alternative style, allowing you to wear it in reverse and be much cooler. add: Two new arrow variants appear in the crafting menu; sticky and poisonous ones! If you want to make arrows at all though, remember to order bow-maker's crate at cargo. /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com> |
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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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b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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9cdea961cc |
Refactors projectile parrying and makes it actually possible. (#84973)
## About The Pull Request Due to how projectile code currently operates its (almost) impossible to parry projectiles and completely impossible to projectile boost them, as they move away from you instantly after being shot. Parrying others projectiles requires them to be slow enough and to land on a tile right in front of you on their last move of their tick, as else they instantly hit you. I moved parrying component from being on user to being on projectiles themselves and added TRAIT_MINING_PARRYING which allows users to actually perform the parries. This allows me to get rid of parry code existing on all projectiles and add a "grace period" mechanic - now you can parry projectiles by clicking on any turf they moved through in the last 0.25 seconds. Parrying actually runs when projectiles hit you if you clicked on the correct turf during same grace period timer. This also acts as lag compensation, allowing players with high ping to utilize this mechanic. Projectile boosting occurs when you hit a tile the projectile moved through in first 0.25 seconds of its existence. Parry also occurs on click instead of attack_hand due to this, so you can parry projectiles while holding your accelerator/crusher/resonator(what even?) - which is also important to make projectile boosting possible as firing sets your click cooldown - making attacking the turf impossible (another roadblock on ultrakill players' path) Projectile boosting now grants x1.5 damage multiplier and +40% speed instead of x1.15 and +20% like parrying, since its significantly harder to perform. Crusher projectiles now can be parried/boosted. Crushers are ***the*** badass miner weapon, but they weren't possible to boost - probably because it'd be pointless due to their lack of damage. Now boosting a crusher blast gives it 10 damage, +3 range and makes the mark it applies always count as backstab for additional style (although doing so is very tricky due to speed/range) Crusher marks are now a STATUS_EFFECT_REFRESH effect and no longer per-user. This means that anyone can blow up anyone else's mark and applying new ones refreshes the timer. Trophy effects of the person who detonated the mark are the ones actually applied. also cleaned up pixel_move a bit ## Why It's Good For The Game Parrying refactor - parries are a very cool mechanic which is almost impossible to execute in-game (and boosting is physically impossible) and even if "fixed" would require perfect server performance and single digit ping. Making them slightly easier to execute and adding a grace period will allow more players to utilize it and also make it possible to do parrying/boosting on highpop. Boosting damage/speed buff - Boosting is harder to perform, and while with parrying damage/speed is a nice bonus to the fact that your face doesn't explode outwards from a death bolt, for boosting its the only reason why you'd do it (beyond style points) Crusher boosting - Crushers are more often used by skilled miners as they are a high risk/high reward weapon. Them not being boostable is rather disappointing as boosting is supposed to be a thing for extremely skilled miners to do, essentially turning crushers into deadweight for those who wanted to use style meters. Unified crusher marks - Mobs being able to have multiple crusher marks made fighting very confusing for rare coop crusher miners, as you weren't able to tell if you could detonate the mark or not. This should make coop fighting more viable as marks can now be comboed if you have good cooperation with your teammate. ## Changelog 🆑 refactor: Refactored parrying to be projectile-side and not user-side. add: You can now parry crusher projectiles to give them some more range, add damage and make the mark always count as a backstab. add: Projectile parrying has been significantly improved, making parrying and boosting projectiles actually possible. Includes a small grace period as lag compensation for players with higher pings. balance: Crusher marks can now be detonated by any crusher, not only the one that applied it, as to incentivise coop mining for crusher users. balance: Projectile boosting now gives a significantly bigger damage and speed increase /🆑 |
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e5b5d04dbe |
Projectiles now can hit border objects on other turfs instead of passing through them (#84975)
## About The Pull Request Title. Due to Guncode™️ firing at a directional window/windoor/whatever facing you will make the projectile pass through it due to incorrect arguments (it does not ignore projectile's current loc while it should) Originally discovered by Kapu ## Changelog 🆑 SmArtKar, Kapu balance: Projectiles now can hit border objects on other turfs instead of passing through them /🆑 |
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131d9910a0 |
Point blank shots with piercing weapons no longer make the bullet fly north after hitting the target (#85019)
## About The Pull Request A bug uncovered by #84974. Honestly I am surprised that noone found this yet by point blanking someone with a piercing round, but for cutters this is very frequent behavior. There is no logical reason for this check's existence as its a function that always should be called before firing, no exceptions. ## Changelog 🆑 fix: Point blank piercing shots no longer fly directly north after hitting their intended target /🆑 |
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34f3f479ae |
Small hulk cleanup / nukes TRAIT_IGNOREDAMAGESLOWDOWN (#85003)
## About The Pull Request I was investigating a bug with hulk in which using it while damaged doesn't put you back on full speed I noticed `TRAIT_IGNOREDAMAGESLOWDOWN` on its own was subtly broken, in that it did nothing if the user did not call `updatehealth` afterwards And guess what, most (if not all) uses of the trait did not do this, so it never applied correctly So I nuked the trait entirely, made all uses of it use the same thing morphine uses (`/datum/movespeed_modifier/damage_slowdown`) And since I was auditing this I saw the ball module was broke, it removed the immunity but never added it. Quick fix I also cleaned up some Hulk stuff while I was in the area because I was in the area. I removed all instances of `check_mutation` and replaced it with trait checking because it made more sense. I also also fixed a bug with the simple flying element never removing on detach because I touched something that uses it for the above change. ## Changelog 🆑 Melbert fix: Using hulk (and a myriad of similar effects) now properly updates your movespeed to ignore the damage movespeed penalty fix: Some things which temporarily make you fly don't make you fly forever fix: MODsuit ball module now properly makes you immune to damage movespeed penalty when in ball form fix: Adding Hulk via VV dropdown doesn't default to adding the strongest hulk available (that which is used by the medieval pirates) /🆑 |
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881f99560f |
You can fire PKAs/plasma cutters point blank at turfs (#84974)
## About The Pull Request Due to point blank checks in guncode you weren't able to fire PKAs or plasma cutters at turfs point blank, requiring you to aim at least 1 tile away - making mining with those annoying without mesons. ## Why It's Good For The Game If you click at a turf in front of you with a mining tool, you expect it to actually work. ## Changelog 🆑 qol: You can fire PKAs/plasma cutters point blank at turfs. /🆑 |
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8ef3c0c04d |
Improves pipe pistols, changes their bane effect to an on-hit effect of the projectile, fixes a mild bug with bayonets on pipe pistols (#84960)
## About The Pull Request Pipeguns and all subtypes have a 3 tiles knockback when fired pointblank, much like shotguns. Pipe pistols unload the entire magazine in a single rapid burst. This feature extends to the (otherwise unobtainable) regal pipe pistol. Fixes pipe pistols being able to be bayoneted. Junk rounds have their on-hit effects with regards to particular mob biotype effects. ## Why It's Good For The Game Pipe pistols aren't quite as useful as their pipegun counterparts. While every shot together would outdamage the pipegun, the pipegun is just generally more reliable and accurate, even at close range. People prefer to use the pipegun's dependable functionality than gamble with trying to land three shots with the pistol in a melee. So, to encourage the use of pipe pistols up close where they are strongest and make them less of a gamble, the pipe pistol has a much deadlier close range potency while still suffering at long range, which is what the pipegun rifle excels at while having slightly lower damage overall. Also it makes the gun feel more like its a duckfoot gun or something, which is fun. The knockback effect was something lost from when they were a shotgun subtype. I just never got around to re-adding it to any of the iterations of pipeguns. It's a cool feature that is a bit of a shame to lose. It has been a few months with no fix in sight for the element, and I'm not particularly hopeful about it either. It's easier to just have this effect baked into the bullets themselves. ## Changelog 🆑 add: Pipe pistols now magdump their entire magazine when fired. add: Pipeguns and their subtypes have a knockback effect. fix: Pipe pistols cannot be bayoneted, as intended. fix: Junk rounds now actually do their extra damage effects against certain mob types. Borgs across the Spinward tremble at the knowledge that these junk weapons can obliterate them with ease. /🆑 |
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e2b755c728 |
If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827)
## About The Pull Request Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval pirate or highlander). The owner of this trait deals an additional **10-20** (depending on the size of the weapon) damage to the enemy by throwing a gun, and also knocks them for 0.5 seconds. If a ballistic weapon **with a magazine** was thrown, then the magazine is removed and the bolt is racked, and if **without a magazine**, then all cartridges (revolvers) or chambered one is removed. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628 ## Why It's Good For The Game It's classic  ## Changelog 🆑 add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5 seconds of knockdown and 10-20 an additional brute damage) /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
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4611958e74 |
Buffing some awful black market items to be less awful. (#84895)
## About The Pull Request With this PR, I'm making some awful or bad blackmarket items less bad (some are still bad imo). I don't aim to tweak every item that I find mediocre at best, because it ultimately boils down to opinion and maybe what I don't like, others do, but also because the feature was designed to have some "scammy" items in there (the broken chameleon hat is a prime example). Moving on, some of the more noticeable changes: - the old spacesuit in a box should no longer cost thousands of credits - the thermite bottle now contains enough thermite to melt one r-wall - replaced the shotgun dart item with a more expensive box of XL shotgun darts (25 units of reagent capacity vs 15) - replaced the science googles with a more expensive medical-security combo HUD (the sprites exist already) - the donk pocket box item can now spawn subtypes of the donk pocket box, this includes the gondola box, though it's pretty rare. - the suspicious pill bottle item can now spawn a pill bottle of maintenance pills The rest should be price changes. ## Why It's Good For The Game Many of the blackmarkets choices are downright a bummer, and I'm not talking about things like the broken chameleon hat, but stuff such as shotgun darts, science googles, thermite; I mean, SOME of stuff that's OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or the chemist and just make the blackmarket look kinda bad. ## Changelog 🆑 balance: reduced the prices of some blackmarket items across the board. balance: the thermite bottle (from the contraband spawner and the blackmarket), now spawns with 50u of thermite vs 30, enough to melt one reinforced wall. add: Replaced the science googles from the blackmarket with a security + health scanner HUD. add: Replaced the single shotgun dart from the blackmarket with a box of XL shotgun darts. add: The donk pocket box from the blackmarket now comes in different flavors. /🆑 |
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a61544e743 |
[THIS DOES NOT AFFECT DAMAGE] [ITS PURELY VISUAL] [TRUST ME] [I CHECKED IT] Accelerator cannon projectiles scale slower and have a size limit now (#84941)
## About The Pull Request Closes #81811 Slows their scaling too 10% per tile instead of 20% and adds a 400% scale cap. Also converted damage based size calc to use actual distance passed to prevent further issues ## Changelog 🆑 fix: Accelerator cannon projectiles no longer grow to absurd sizes after a bit of travel. /🆑 |
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1343bcb1ae |
Pyro and cryo beams (the genetics powers) adjust temperature more severely, additional effects to make them more meaningfully interact with the world (#84628)
## About The Pull Request Pyro and cryo beams now adjust temperature by a much larger margin. This is to help them remain useful against....humans. Just straight up naked humans. Pyro beams can ignite objects and heat reagents within an object. Cryo beams freeze reagents in an object. Cryo beams directly inflict the freezing blast status effect so that you absolutely will slow someone down on hit. No more fucking around with temp to MAYBE get some kind of effect. ## Why It's Good For The Game There was a point where cryokinesis was actually fairly good at slowing people down. Unfortunately, the same person who last touched temperature code also made it nearly unusable against regular human targets due to the rapid pace at which humans normalize their temperature. It takes a good while before temperature slowdown starts to take effect. Pyro beams have additional on-hit effects, which cryobeam does not. Cryobeams only have the temperature adjustment and as noted, it is quite weak. Being on fire starts to damage equipment and present a more tangible danger in some environments, such as plasma floods or having just been hit with an accelerant such as alcohol. By including a status effect onto the cryo beam that forces the target to slow down, we avoid the issue of people ignoring the effect of the cryobeam entirely as a meaningful attack compared to being shot by a pryro beam, which will usually cause people to start panicking or moving to remove the fire in some way. I also think by adding some additional interactions to the beam to make them meaningfully affect some world objects, like flammable objects, helps to realizes the idea a bit better of them being blasters of temperature rather than just being bullets. It means it goes a little beyond just being a weapon and potentially now a tool. (It was thinking of Bioshock's plasmid advertising when I made this, like lighting cigarettes.) ## Changelog 🆑 balance: Cryokinesis and pyrokinesis more severely adjust temperature. balance: Cryokinesis forces a target to slow down on hit for a few seconds. balance: Pyrokinesis can ignite objects. balance: Temperature projectiles change the temperature of the target's contained reagents. /🆑 |
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788638a2e0 |
[NO GBP] Embedding hotfix (#84770)
## About The Pull Request I may have forgotten a return which was overlooked in reviews, and get_embed could fail if an object without an embed_type (shrapnel) got assigned embed. Also optimized generate_with_values to not recreate the datum if its not the "default" one. ## Changelog 🆑 fix: Embedding now properly changes its values. /🆑 |
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b6c84135c3 |
Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 |
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3c4444b1c4 |
Adds additional equipment for Silverscales. (#84257)
## About The Pull Request This PR adds a few notable changes to the Silverscale pirates: - Replaces the old nanotrasen branded hardsuit with the designer EVA suit, an armored hardsuit equivalent in protection to that of the standard pirates.  - Silverscales all start with satchels - The airlocks on the shuttle can now be locked from the inside - The shuttle now has a robot butler (medibot) named Mortimer, along with a burn kit. - Increased the amount of C4 on the shuttle to 3, and added a 1.30 damage modifier paywalled laser gun to justify having the recharger, the silverscales will need to supply the card themselves - Adds explosive implants to the Silverscales' outfit. They're greedy lizards, did you think they'd let their gear fall into the hands of the poors so easily? - The mosins now get phasic rounds to offset the disadvantages of low DPS compared to lasers. ## Why It's Good For The Game As it stands, it can be argued that the Silverscales are the weakest pirate faction, On paper, they sound as though they would be well-equipped elites, but are left with clunky, unarmored space suits, a bright dead-giveaway glow, and single shot guns that leave them extremely vulnerable to being rushed and stunned. As such, they've become somewhat of a joke amongst players for the past few years. This pr doesn't necessarily aim to negate their weakness, but I'd like to give them more of a safety net that puts them on equal to slightly better footing with standard pirates in terms of their access to armor, healing, and options. The addition of the explosive implant also serves to reinforce their theming of being rich, evil lizards, but is mostly meant to make them more entertaining. ## Changelog 🆑 add: Added the designer EVA suit, a unique pirate hardsuit for Silverscales. balance: Increased the equipment available to Silverscales image: Sprites for the designer EVA suit /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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e4adc1a939 |
Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request Adds a new crate to the Service section of cargo. The Fletching and Bow-Making Starter Kit. Comes with some materials and a fletching instruction manual. The manual teaches you how to make shortbows (18 force from normal arrows utilizing projectile multipliers), arrows, holy arrows (but you need a divine bow to make them), quivers (but they only hold 10 arrows), plastic arrows and violins. For reasons.  ### Fixes Bows now no longer utilize hardcoded sprites for their loaded sprite. Now they use overlays. Bows properly become undrawn once fired. No longer can your bow magically launch arrows by sheer force of will. ## Why It's Good For The Game Initially I just wanted to provide a way for bow wielding chaplains to produce additional arrows for their bow. Running out of those always felt pretty lame. But then I got to thinking; actually, I kind of want to LARP sometimes as an archer. I think that'd be kind of goofy and fun. So I bundled that together into a solution for both. The shortbow is really, really not meant to be a meaningful weapon. It's just kind of silly, and meant to let people pretend to be Robin Hood and occasionally hurt someone in a workplace accident. I'm particularly thinking of clowns being the perfect users for this with their clumsy trait. I will make this weaker if I have too. (I am not, at this moment, redoing flaming arrows okay? I saw the code comment. I know. Not right now. @tralezab, if you have any flaming arrow sprites lying around, please let me know.) ## Changelog 🆑 add: Fletching starter kit! Make your own bow, shoot your friends in an unfortunate workplace accident. Replace all those holy arrows you lost. fix: Bows now properly undraw once they have fired an arrow. code: Bows now utilize overlays in order to display loaded arrows. Unique overlays per arrow. /🆑 |
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bd14e92d04 |
Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request Converts slapcrafting into a bespoke element, used to be ac omponent ## Why It's Good For The Game Noticed this was a big C and realized there was no real reason for that. It's the same recipe shared across different items. ## Changelog N/A --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3512821314 |
Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368)
## About The Pull Request This PR adds a new gunkit to the **Illumination Applications** tech node acquired via BEPIS techs. For years, this funny little tech node has been one of the lamer results from the BEPIS tech pool, only offering constructable unique hardhats and access to a micro RLD. Well, lets just say, badda bing https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda The photon cannon is craftable via a lathed gunkit obtained from the security lathe, which fires 4 shots per recharge. Each shot, on direct contact with a mob, acts like a severity 3 flash. The shot also distinctly slows down after traveling, so you can more effectively gauge where it's going to stop moving, as when it reaches it's travel distance, it will perform a weaker AOE severity 1 flash. Direct hits will effect silicons, while the AOE flash will not. Direct hits only deal 5 ***STAMINA* damage. The Gunkit requires a flux anomaly core to be crafted, completing with the tesla gun in this respect. ## Why It's Good For The Game There's been some discussion about how we've hoping to offer higher power features and options to the game at large using anomaly cores, and flux anomalies are currently only used for guns, which is rather unfortunate. The bigger issue, I'd suppose, is that every gun that flux anomalies can produce are considered lethal, with the event horizon gun and tesla gun. And honestly, by comparison, the tesla is not lethal enough to use to any real effect, or practical enough to bother science enough for the core. The photon cannon, however, works as a rather effective crowd control weapon for breaching and incapacitating crewmates, making it ideal for wardens dealing with large tides of crewmates, officers breaking into bases, or ~~the captain trying to burn down your library dnd game, DOUGLAS~~ Overall, it's still a fairly low power weapon, and sits in a niche place somewhere between a dragNET, flashbang-loaded grenade launcher, the flash, and the ion-cannon, with it's versatility coming from core rarity and requiring a BEPIS tech. **I have since updated this PR so that this gun deals stamina damage instead of energy damage, and contact with the energy ball deals a short period of confusion.** ## Changelog 🆑 add: The Illumination Applications technode now includes a gunkit for a new gun, the Photon Cannon. /🆑 |
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bac55e33fd |
exorcises hardstun weapons + death/poly wands from lootboxes (#84414)
## About The Pull Request exorcises hardstun weapons + death/poly wands from lootboxes pulse weapons are of the taserless variant also all nukeop guns are unrestricted let people have fun bro also removes the enchanted modsuit from said loot ## Why It's Good For The Game getting instantly paralyzed with a ranged gun is not fun, never will be so we just remove those also being able to use the guns you get from an admin shitspawn/deathmatch prop is pretty much a fix??? polymorph wands and death wands are stupid and are just taser++ except they kill you outright (polymorph could make you a rat that would count as dead personally) enchanted modsuit entirely shuts down basically 90% of other players spells which basically invalidates the entire ragin mages map (which sucks anyway) ## Changelog 🆑 balance: removed tasers, the unfirable turret gun, death wand, polymorph wands and the enchanted modsuit from lootbox loot tables fix: lootbox guns should now mostly not have syndicate firing pins so you can actually use them /🆑 |
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b359988016 |
Gun Refactor Part 1: Bayonet Componentization (#84246)
## About The Pull Request The gun code is an absolute mess that seems to have been untouched for the better part of the decade and finally gave way due to the attack chain refactor. This PR is the first in my attempts to refactor this mess by making bayonet attachment a component instead of /obj/item/gun variables. Followup PRs may or may not be atomic changes or a monolith due to how horribly the original code is structured. ## Why It's Good For The Game Gun code is ancient, unmaintained, barely readable and started actively breaking in the past weeks. ## Changelog 🆑 refactor: Bayonet attachment is now a component. /🆑 |
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aeb86cbe77 |
Fixes Hand of Midas not working in melee range (#84491)
## About The Pull Request Closes #84351 Hand of Midas has been exclusively using ``ranged_interact_with_atom_secondary`` which, as you can tell, only works at range. I changed some code so it now also utilizes normal ``interact_with_atom_secondary`` ## Changelog 🆑 fix: Hand of Midas now works point-blank. /🆑 |
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a093deee76 |
Pyrokinesis bolts no longer have infinite range and hotspots (#84484)
## About The Pull Request Closes #84483 Original author forgot to call the parent proc which was supposed to send a comsig and delete the projectile. ## Changelog 🆑 fix: Pyrokinesis bolts no longer have infinite range and create trails of fiery doom. /🆑 |
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4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
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c20228b67e |
Fixes magazine overflow and russian roulette starting with 6(7) bullets (#84247)
## About The Pull Request Box magazine code started from ``.len`` instead of ``.len + 1`` when refilling mags which would be fine if BYOND's ``to`` didn't include the last number. Unfortunately, it does, and if the mag has bullets when its refilled it will have one over the limit. Russian revolver code had a type typo where ammo was added in nonexistent ``/obj/item/ammo_box/magazine/internal/rus357``'s ``Initialize`` instead of ``/obj/item/ammo_box/magazine/internal/cylinder/rus357``. It was pretty clearly was meant to start with a single bullet instead of 6, but neither removing existing ammo nor adding new was implemented properly. I stuff it with 5 blanks instead of making it empty because this will at least allow it to click with current guncode instead of bashing yourself over the head without any feedback, until I rework it. Related to #84057 but doesn't close it. ## Why It's Good For The Game Overflow could happen on chaplain's revolver when pray-reloading, giving them one more shot than intended. Russian revolver is still broken, just slightly less as it now can at least tell you that you failed at killing yourself. ## Changelog 🆑 fix: Guns no longer can be overfilled by 1 bullet fix: Russian revolvers now spawn with only 1 live round as originally intended, and click when firing a blank. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4aa7bae77a |
Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request ### Dilemma So we've been running into a dilemma recently as we move more and more items over (#84070, #83910) Some things like modsuits, tables, washing machines, storage items want to do their tool acts before their item interactions In the past this was perfectly fine, because it was `tool_act` -> `attack`, but now it's a problem, because it's `item_interaction` -> `tool_act` -> `attack`. Rather than resort to snowflaking, my idea is that we can move tools back up the chain so deconstruction and other similar effects are handled first, before anything else like putting the tool onto the table. ### So why does it require non-combat-mode? A large amount of tool acts early return if the user's on combat mode to allow the user to smack the thing instead of using the tool on it. So I've decided to walk back on what I said like a week ago and make this standardized behavior. ### Misc Reintroducing `tool_act` as a proc that exist means that atoms can easily hook certain interactions that must happen very high in the click chain, such as doing something that block storage insertion. Moves some of the behaviors I put on the (admittedly rather hacky) new proc to that. (Also cleaned up a bit of lockbox and medbot code) ## Changelog 🆑 Melbert fix: Fixed modsuit interactions slightly. No longer requires combat mode to use tools on it, plasma core works as intended as well. (Using combat mode, however, will make you insert the item) refactor: Refactored lockboxes refactor: Refactored medbot skin application /🆑 |
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ff836e10be |
First Genetics Content in 5 Years (Adds new positive mutations!) (#83652)
## About The Pull Request Sister PR to #83439, that needs to be merged before this. Adds a plethora of new positive mutations to the game! Mutations now have a variable that directly adds and removes traits instead of manually doing so for idk Tripled cryobeam range. Made the mushroom hallucinogen's code more readable. - Adrenaline Rush Trigger your body's adrenaline response, granting you 10 * P units of pump-up, synaptizine, and determination. After 25 seconds, you crash, recieving 7 * S units of tiring and dizzying solution. Can be Energized, Powered, and Synchronized. - Mending Touch Transfer injuries from the target to yourself! Heal 35 * P damage, recieving up to 35 * S damage in turn. Transfers moderate wounds, fire stacks, and attempts to parallel limb-to-limb damage. Has bonuses for pacifist players. Can be Energized, Powered, and Synchronized. - Elastic Arms Your arms become floppy and you can interact with things as if you were adjacent to them from one tile further! Does not work through walls or dense objects, and you become unable to lift huge items, pull large corpses, and you get chunky fingers. Split temperature adaptation into three: - Cold Adaptation Gain cold immunity, gain ice slip immunity! - Heat Adaptation Gain heat and ash storm immunity - Thermal Adaptation Resist both cold and heat, but no extra fancies. The sprite is green now! Pressure Adapt has a purple sprite. You can mix the cold mutations with Fiery Sweat to make these new ones: - Cindikinesis Instead of summoning snow, you can now summon... ash. Wow. Very cool. - Pyrokinesis You can fire fire now! Fires beams of heat that, unlike the temperature gun, actually ignite on hit. Higher instability cost than its sister mutation. The changes have been themed primarily around classic superhero gimmicks. Genetics feels like a natural spawning point for superheroes, and its mutations show this via the good ol' 'radiation made me fire eye lasers' hero backstory. Adding more ways to be a superhero is fun. Also, added two new speech mutations: - Trichromatic Larynx Every word you say is now either red, green, or blue! - Heckacious Larynx (Trichromatic Larynx x Wacky) You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly wacky. Don't give it to the clown. Unlocked the Elvis mutation as well. ## Why It's Good For The Game > Adds a plethora of new positive mutations to the game! Genetics is in desperate need of new content, all it's had for years is a slow gutting and removal of the few things it does have. Hulk is, being real, stupid, dumb, stagnated, and overpowered, but it's been begrudgingly accepted because genetics is quite literally just, nothing without it. I'm here to add the somethings to genetics and add some more variety (and no i'm not touching hulk) > Mutations now have a variable that directly adds and removes traits instead of manually doing so for every mutation. Less stupid > Tripled cryobeam range. Shit joke mutation is now long-range shit joke mutation! > Made the mushroom hallucinogen's code more readable. Slightly OOS because I was going to add color blind mutations but decided not to creep. This piece o shit code has been hurting my head for years and now that I've finally understood it I want to make sure others don't go through that pani. > - Adrenaline Rush A quick burst of some mild chemicals at the cost of eventual nausea, sounds like a fair trade to me! If you're already on the ground, this isn't going to do anything. > - Mending Touch Healing is something that's lacking from the mutations, and this puts a fun spin on it, making the caster a damage pincushion as they heal and absorb damage. > - Elastic Arms Classic superhero power, very funny, lots of silly and sandbox potential. Has innate drawbacks because 1. thematic and 2. it's pretty strong > Split temperature adaptation into three: They combine into the same thing it used to be, so don't freak out. This just adds some separation between the immune types, for things like themed superheroes. > - Cold Adaptation Perhaps mildly concerning, but I think this might be a fun spin on it? TODO: make hiking boots effect? > - Heat Adaptation Nothing to say. It's cool. > - Thermal Adaptation Nothing wrong with this mutation so it stays in > You can mix the cold mutations with Fiery Sweat to make these new ones: How can we have frozone and not, uh human torch or something. why are there no heavy hitter fire superheroes in marvel or dc??? > - Cindikinesis Can't really summon an equivalent to snow that's actually useful, so here's this instead. Clown might like it, or maybe the chemist. > - Pyrokinesis The ignition effect is fairly weak and mostly a deterrent. I think this is the most dangerous ranged mutation in the game, which is kinda sad. > - Trichromatic Larynx Colors are fun! We have speech mutations that change words but none that change their color. Though, to be fair, this was mostly added for the mutation below's combination. > - Heckacious Larynx (Trichromatic Larynx x Wacky) I felt that Wacky wasn't nearly wacky enough. It just made your speech comic sans. That's great and all, but. It's not much? This will be a truly clownly mutation, the Genetics equivalent of a HONK mech. I made it a combination mutation specifically to restrain its power level. > Unlocked the Elvis mutation as well. Was there a reason to lock this? ## Changelog 🆑 add: Added tons of new mutations to Genetics, alongside some recipes! add: Thermal Adaptation has been made a combination mutation from the stronger but narrower Cold and Heat adaptations. balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause spread on contact. image: Added some neat new sprites for the new mutations, and added a greyscale version of the magic hand sprites. code: Infinitesmally improved mutation code. /🆑 |
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4df88c1d55 |
Fixes runtime with out of bounds hitscan projectiles (#84192)
## About The Pull Request When projectiles cross into an invalid turf (like crossing out of the bounds of the map), they are automatically qdel'd. If the projectile is hitscanning, the `Destroy()` will call `finalize_hitscan_and_generate_tracers()`. The projectile's `trajectory`, which points to the invalid turf that caused the deletion in the first place, is passed as the `ending_atom` of `get_line()`, which returns a list of turfs between the shooter and the point (turf) of termination. Since the ending turf is by necessity null at this point, a runtime occurs. Instead, we decrement the trajectory back a step (`-trajectory_multiplier`) so that it's pointing at a valid turf on `Destroy()`. ## Why It's Good For The Game We experienced this runtime on Paradise a lot and the log spam got kind of annoying. Since it's the same system, I figured I would PR it upstream as well. |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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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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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |