* Change uplink implants to inherit the uplink flags of the uplink they were bought from (#59735)
Uplinks implants bought from uplinks inherit the uplink flags of the uplink they were bought from.
This fixes an undocumented bug where by purchasing an uplink implant, nuke ops would be able to get things they normally can't.
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Uplink implants now inherit the uplink flags of the uplink they were bought from
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Some quick fixes for the dark gygax icon and its uplink description (#58121)
* Some quick fixes for the dark gygax icon and its uplink description
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Removes the Chameleon Skillchip from the game. (#57620)
* Removes the Chameleon Skillchip from the game.
* Update CentCom_skyrat_z2.dmm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols (#56754)
* Gives the sniper rifle a suppressor overlay so that it no longer shows up as missing a sprite, also fixes donksoft pistols by repathing them from pistols over repathing them from toy saber smgs. Creates a flag for checking if a gun needs a toy overlay, so it is handled in the parent.
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols
* Update maint_loot_common.dm
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Adds all the changes I made in my previous PR
I may or may not have had an issue and completely deleted my repo due to some pretty serious bugs in my test environment, so I redid all the uplink changes plus took the feedback given by maintainers.
* removes clown weapons from clown
I was having issues spawning these items for clownops ingame and don't feel that I should be adding two more items to the uplink without doing it modularly, so I will do these things later.
* M90 changes (#56667)
The m90 is now 14tc instead of 18. Its grenades can be bought from the uplink in boxes for 6tc, instead of individual grenades for 2tc each. You can also fire the m90's grenade launcher with right click.
* M90 changes
Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Changes items listed in uplinks.
Increases price on powersink to 18 TC until a change is made to make them beep or actually explode.
Readds Gloves of the north star, albeit for 12 TC instead of 8
Removes blast cannon
Removes the bear trap's clown restriction
Removes the Organic Resources Disturbance Inducer's HoP and QM restriction.
Removes the Roboticist/RD restriction on the laser arm
Removes role restriction on the magillitis serum
Removes the Reagent Dartgun's Chemist/CMO/Botanist restriction
Adds the Syndicate Combat Medic Kit to the normal traitor uplink
Adds elite syndicate hardsuit to the normal traitor uplink for 14 TC
* increase ORDI price
price increased from 2 to 5
* Changes limit of ORDI to 3
Since multiple people may wish to purchase one, and it might add some interesting happenings, limited_stock has been increased from 1 to 3
* Adds logging to uplinks, spellbooks, and the codex ciatrix (#56450)
* Initial logging
* Bugfix and adds uplink logging to config file
* Another bugfix
* Adds logging to uplinks, spellbooks, and the codex ciatrix
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Add deathrattle implant for nuclear operatives (#55903)
Deathrattle implant, comes in box of 8, implant yourself and others, and
you'll get a little notification when they die.
Intended for nuke ops, price around the same as the codebook, since it's
a utility communication item, that actually "plans to fail", so it can't
be too expensive, because it doesn't help them win, just lets them know
how much they are losing by.
* Add deathrattle implant for nuclear operatives
Co-authored-by: coiax <yellowbounder@gmail.com>
* Makes the rest of large guns bulky (sans traitor objectives and a few others) (#56132)
## About The Pull Request
What it says on the tin.
Practically everything but pistols, SMGs, and traitor weapons can no longer be stashed into bags.
I had considered making some large guns that traitors can order (like the blast cannon) also bulky, but concealment is important for some of those things.
However, the bulldog shotgun and sniper rifle have been made bulky, because they're shotguns and sniper rifles!
Traitor objectives are still normal size and can fit in backpacks.
## Why It's Good For The Game
Makes previous changes to weapons and thus balance consistent across our full list of guns. Players can clearly understand what can fit in the bag based on the size of the weapon.
* Makes the rest of large guns bulky (sans traitor objectives and a few others)
* Update special.dm
Co-authored-by: Cartographer-D <63861499+Cartographer-D@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Adds 25 person pop requirement for Sleeping Carp (#55953)
## About The Pull Request
!!IDED TERRITORY YE HATH ENTERED THY SALT ZONE!!
Adds a 25 person purchasing limit to the Sleeping Carp scroll. This brings it in line with a other murderbone items like deswords.
## Why It's Good For The Game
As of late, I've noticed a trend on lowpop. Some will buy carp and kill the majority of the station, unable to be opposed as there are very few able to. This is unfun and I find it to be unbalanced, given how strong carp is in one-on-one engagements.
* Adds 25 person pop requirement for Sleeping Carp
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Misc grammar fixes to plasmaman suits and jaws of life (#53179)
* Misc grammar fixes to plasmaman suits and jaws of life
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Disposable Sentry Gun Deployment System (#52931)
Adds a new engineer only traitor item, the disposable sentry gun deployment system. It's a red toolbox that works and functions as a normal toolbox, until you attack it on harm intent with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at your enemies, and not you. The turret only has 100 health however, so it will not last long to anyone with any weapon that can deal enough damage.
* Disposable Sentry Gun Deployment System
Co-authored-by: Paxilmaniac <57122098+Paxilmaniac@users.noreply.github.com>
* Syndicate EMP bomb (#53115)
Adds a version of the syndicate bomb that produces a large EMP effect instead of exploding. costs 7tc with a stock of 2.
* Syndicate EMP bomb
Co-authored-by: GuyonBroadway <guyonbroadway@gmail.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
About The Pull Request
Adds a new traitor item exclusive to Heads of Personnel and Quartermasters that triggers a bureaucratic error
Why It's Good For The Game
Adds a new method for traitors to cause indirect havoc to the station at large
Changelog
cl
add: Added a new traitor item for HoP and QM, the OCD
/cl
About The Pull Request
Miners can no longer get meat hook from necropolis chest, it was moved to being a cook traitor item that costs 11tc. You know it is literally called meat hook, it is thematically better as a chef weapon.
Why It's Good For The Game
Why? just why? Who the fuck would give miners a weapon that is completely useless against lavaland mobs, but is incredibly good at killing people.
Changelog
cl
balance: Meat hook is now a 11tc cook traitor item. It can no longer be aquired from necropolis chests. sorry miners!
/cl
As heads of the science department and overseers of robotics, traitorous Research Directors can now order laser arm implants, an item previously exclusive to traitor roboticists.
*Why this is good for the game:*
Gives a hardly used items more chances to be used, removes exception to the rule of "traitor heads get their underling's selections too".
🆑 Iatots
rscadd: Traitorous research directors can now order the laser arm implant from their uplink, like roboticists.
/🆑
* github makes my brain hurt
i managed to completely fuck over the last branch
* gun inhands
please god travis dont fail
* just learn the recoil pattern like cs:go bro its not that hard
5 more spread
* wtf appveyor
capitalizes the magazine name to make appveyor run again
* those were, in fact, not the correct inhands
dont know how i fucked up the arg inhands, urg moment indeed
* Update code/modules/projectiles/boxes_magazines/external/smg.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* fixes a minor sprite fucky wucky
would have helped if i actually tested if the sprites work
Co-authored-by: Rohesie <rohesie@gmail.com>
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger