Commit Graph

25 Commits

Author SHA1 Message Date
nemvar
d67f0b3e71 Honk staff now lube slips. (#44575)
About The Pull Request

The honk staff no longer stuns. It now slips people on hit.
Why It's Good For The Game

It's one of the best lavaland items and there is absolutely no challenge in getting it. And it has the same unfun components as tasers.
Changelog

cl
balance: The staff of the honkmother now slips people. Honk.
/cl
2019-06-22 10:43:30 +12:00
ATH1909
ee20671b2d Update special.dm 2019-06-17 17:31:27 -05:00
4dplanner
15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Tlaltecuhtli
1dafc07331 Removes 1-shot Stamstuns From Shotgun Ammos (#43572)
* \

* beanbag
2019-04-23 10:59:12 -04:00
py01
05333ea4d7 nerfs scattershot (#43014) 2019-03-06 16:07:20 -05:00
subject217
7a2d4cd7ef Removes the stamina version of .45 ammo (#42692)
* webbit reddit

* commits for each file

damn i hate web edits

* magazine

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

* yeet

* does it compile

probably not
2019-02-08 11:55:48 -05:00
Menshin
9dabcbbb04 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-01-23 21:00:11 +13:00
subject217
9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
kevinz000
15c9b20ff3 Fixes projectile infinite loops, adds new UNSTOPPABLE movement_type, forcedodge variable on projectiles scrapped (#41915)
cl coiax
fix: Dead monkeys now produce miasma.
/cl

Previously any time there was a dead monkey, it would constantly runtime with incompatible component warnings.
2018-12-16 13:00:44 +13:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
81Denton
b6d03a9e84 Adds three new .38 ammo types (#41155)
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl

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

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

Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
2018-11-12 20:22:48 +13:00
bawhoppen
18db7e0cc9 Fixes l6 saw having ridiculous ammo caliber (#40908)
* Fixes ammo caliber

* Fixes reference L542
2018-10-15 08:59:13 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
81Denton
07deee0f0e Changes honkmother staff projectile name (#40606) 2018-10-04 03:03:07 -04:00
Tlaltecuhtli
026ac56aa1 .38 no longer insta stuns (#39891)
cl
balance: .38 no longer insta stuns, it still deals 25 brute
/cl
2018-09-09 20:39:01 +12:00
subject217
4bbd39aadf Rebalance of L6 SAW ammo choices (#39024)
* changes cost of AP ammo from 6 to 8

* incendiary damage from 15 to 20

* AP ammo 8 TC to 9

felt that 2 extra TC per magazine was not a significant enough difference
2018-07-12 02:52:48 +03:00
81Denton
d706e52c5b Reverts #36364 (#38469) 2018-06-14 17:12:08 -04:00
deathride58
c5a0e14acb Tones down values for a lot of different hotspot_expose calls (#38232)
* Tones down values for a lot of different hotspot_expose calls

* Update LINDA_fire.dm (#38217)

* Automatic changelog compile, [ci skip]

* Slight changes to camera network code (#38223)

* Removes a useless var and corrects two cameras to use the automatic naming system to reduce dv usage.

* Damn github didnt notice this was here....

* Fixes datediff not returning (#38215)

* Fixes pocket items being deleted when monkeyizing (#38220)

* Automatic changelog generation for PR #38220 [ci skip]

* readds atmos heating from hotspot_expose(), as requested by naksu

* Tones down hotspot_expose values for sparks moving and destroying

* tones down item heat by a lot. no more burning your face off after smoking a cigarette
2018-06-08 15:53:10 +03:00
iksyp
870dd9edff Makes pacifists able to use .50BMG Soporific Rounds (#37506)
* non lethal .50BMG

* no more spaghetti sauce?

I havent actually tested this
2018-04-29 11:13:12 -04:00
vuonojenmustaturska
0e2ee4f5b6 Couple of fixes for situations involving mechas and the clock cult gamemode (#37218)
* couple of mech fixes

* safety

* gateway, gravity gen

* Restores oingo-boingo punch-nuke
2018-04-18 16:32:35 +02:00
XDTM
687cfb3541 Replaces sniper bullets ex_act with bonus obj damage (#36715)
* Replaces sniper bullets ex_act with bonus obj damage

* Update sniper.dm

* Update sniper.dm
2018-03-27 01:17:09 +03:00
81Denton
c6369ec3eb Changes stormtrooper ammo to 10g slugs (#36364)
* pulse slug instead of buckshot

* 10 gauge baby

* 10g name
2018-03-17 15:46:32 +02:00
kevinz000
f5ae06565c Splits up projectile files (#36018) 2018-03-04 17:10:46 -05:00