* Adds simple framework for learnable crafting recipes
* whoops
* Moves teach/check functions to mind
* Code golf
* I just moved these around but fine.
Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
* initial firebot commit
* add sprites for the firebot
* firebot.dm: More work on the firebot, implemented emag behaviour and better extinguishing
construction.dm: Added firebot assembly
* extinguisher.dm: Added support for the firebot assembly
* fix build error
* commit missing dme
* now drops the helmet again, also added a message for knocking people over
* fix previous commit, thats what you get for pushing without building first
* firebot now deploys firefighting foam when under heat instead of spraying wildly
* fix typos, move defines to top of file and adds undefines to the end
* renamed loc to drop_location for clarity
* fix drop location for real this time
* extinguisher.dm: Add newline to eof
firebot.dm: Make explode() use drop_location properly (for real this time), text fixes, removed improper use of .loc
* Update code/modules/mob/living/simple_animal/bot/firebot.dm
Co-Authored-By: Lett1 <kilian2311@gmail.com>
* update emag behaviour to use cfl3
* recipes.dm: Add crafting recipe for firebot
extinguisher.dm + construction.dm: Move extinguisher on_attack code to construction.dm
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
When making an e-lance, the recipe would try to use e-lances as an ingredient, only failing after the do_after() proc. This makes it so explosive lances aren't even considered as a possible ingredient for the recipe.
cl MrDoomBringer
fix: You will no longer attempt to use an explosive lance to craft an explosive lance
/cl
This PR also lays a foundation for blacklisting other subtypes in crafting recipes.
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
* Adds Improvised Jetpack
-requires two RED oxygen tanks (they have to be RED goddamnit), one fire
extinguisher, three pipes, and thirty cable coils.
-volume less than 1/3 of regular jetpacks
-starts empty
-looks like a red jetpack
* I think this is how you do it
-new sprite courtesy of Obscolene
-i actually don't know if this is the right way to add sprites please
don't yell at me
* adds random chance for jeptack to cut out
-1 in 250
-it's more annoying than anything
* Adds ghost sheet
* Update miscellaneous.dm
* Update miscellaneous.dm
* So uh
I didn't consider what it would look like when you hold items in your hand while wearing this. So, extremely weak justification!
* Add UNDER_HEAD_LAYER
* Update miscellaneous.dm
* kill BANG_PROTECT_2
* let's put this back in
* dirty
* kill OMNITONGUE_2
This is a write-only variable, probably leftover from some refactor years ago
* kill flags_2
* Add guillotine to the game
Can be found in BoxStation's courtroom. Also added some sounds to the clap emote, which is used during execution
* Made requested changes
* minor typo
* Updated code
* Added crafting recipe and removed from map
* Adds tool_behaviour support to construction datums (mech construction)
* Adds tool_behaviour support to wire datums
* Adds tool_behavior support to surgeries
* Adds tool_behavior support to crafting
* New proc, to be used for checking tool qualities in hands
* Improves tool quality support on wires
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* adds extendohands
* adds to arcade prizes, crafting menu
also adds an alternate named/desc'd version for arcade prizes
* removes the else
* actual conflict fix instead of accidental revert
* ACME -> acme
* get spiked, son
* bonespear variant
* cyberboss changes + pixel shifting
* Move 👏 overlay 👏 calls 👏 to 👏 update 👏 icon
* git yer head on a pike here, 25 cents
* ignore that .gitignore
* variable change
* changes n stuff
* may of forgotten that bit
* moved vars up + drop_location()
* null the nulls
* Replaces a bunch of manual OPENCONTAINER checks with helper procs
* Removes unnecessary vars
* Updates reagent bitflags, adds some new ones
* Replaces most of the is_open_container calls with more specific ones
* Puts new AMOUNT_VISIBLE flag to use
* Uses new helper procs in more objects
* Standardizes chemicals logging
* De-snowflakes two more checks
* Fixes
* Minor fixes and improvements
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this