* Gave service headsets to jobs that report to HoP (not assistants, obviously). Created a headset and encryptionkey for lawyers that is sec service (similar to genetics)
* Typo
* Less copypasta more sensemaking
pAI cards will now provide updates about available personalities even
when in a player's inventory. Improves the pAI matchmaking system, making
personalities more likely to be noticed and downloaded.
Currently pAIs cannot be configured for DNA and secondary directives
while inside a PDA. If I need to eject my pAI from my PDA, why would I
want to drop it on the floor, especially when it hasn't been configured?
An activated pAI is too valuable to drop from your PDA directly to the
ground.
A lot of equipment can be placed on the back and belt slot. Much of this
equipment is job specific. Sadly, the Clown and Mime have been left out
of the fun.
Why should all the other jobs have the fun of belt and back slots?
Sometimes you want to mosey around the station like a honkin' cowboy,
your bikehorn clipped securely to your belt. Now you can. Your trusty
honkshooter is ready to go. DRAW!
Or maybe you're a Mime who wants his crusty baguette saber at his side.
EN GARDE!
The War on Stun Based Combat Phase II
About The Pull Request
A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game
Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog
Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.
cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
cl Basilman
fix: Added a cooldown for datum outputs
/cl
also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.
also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
* 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>
* cool & good new arcade game
* fixes issues, code improvements
- arcade machine board selection now uses pickweight
- the amputation machine actually works and has sound effects now
- removes raregame var and base path for arcade boards
* more comprehensive arm checks
* better arm detection
amputation game will now target the active hand first
arm checks improved to not be redundant
saved a var definition in the prize vending code
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
Adds a new proc to /obj/item/grenade/spawnergrenade called afterspawn,
it is called after all the atoms have been spawned and gets passed a
list to those. Children of spawnergrenade can override this proc to do
things to the spawned atoms, for example emagging bots after spawning.
* better darkmode v1
* ever better colors
* slightly improved tip color + fixed scrolly bug
* updates skin.dmf as well as some small color tweaks
* slightly tweaked more readable info and admin shit
* span_class fix
* merges ooc fixes
* whoops
* MC and ticket screen fix
* no default darkmode
* skin fixes
* more obnoxious adminpm
* more obnoxious adminshit
* skin revert to ensure proper light theme.
* prevents weirdness with default whiteness
Pills are now two spreadsheets instead of individual icons.
This reduces assets sent by about 19-20.
Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
Stunbatons were invisible because they were pulling from the initial name to
get their icon_state, meaning that their icon_state would be something like
stun baton, stun baton_active, or stun baton_nocell. I chose to do it this
way instead of changing the names of the icon_states because, to my knowledge,
no other sprite names have spaces in them.
Fixes an exploit that allowed for infinite metal/plasteel to be farmed off of
high security/vault door deconstruction. Makes completed airlock assemblies
start with no wire security and adjusts the material costs of both doors
accordingly. As the high security airlock was fortified with normal metal
unlike the vault door this is a slight buff to it, but I am fairly sure it
will not affect the game balance noticeably.
This happened because I neglected to check for other things that used the
sprites I was moving before I moved them in #42437. Oops. If there are any
other places where these are used (I didn't see any, but you never know),
please say so.
Also slipped in a 3 character grammar change while I was here.
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