* Buffs Lasers (#75329)
## About The Pull Request
This increases laser wound chance, increases the damage and also makes
them use less energy.
## Why It's Good For The Game
Lasers cannot reload so they're not as convenient as a gun, so this will
maybe make them more cool, honestly I just want to try this to see what
happens.
## Changelog
🆑 oranges
balance: increased laser damage, decreased energy cost and increased
wound chance
/🆑
* Buffs Lasers
---------
Co-authored-by: oranges <email@oranges.net.nz>
* Allows any bullet class that doesn't override wound_bonus to cause wounds. (#73838)
Overrides wound_bonus for the bullet class to be 0 instead of
CANT_WOUND.
## About The Pull Request
The bullet class has wound_bonus 0 instead of CANT_WOUND. This allows
things such as 9mm and 10mm to wound, and probably other things.
## Why It's Good For The Game
Makarovs that used 9mm and some other things just didn't cause any
wounds, and that was sad. Bullets are physical things, so it doesn't
make sense to make them not cause any wounds unless they were overidden.
## Changelog
🆑
balance: 9mm, 10mm, and other stuff can cause wounds.
/🆑
* Allows any bullet class that doesn't override wound_bonus to cause wounds.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Buffs mech disabler (#72941)
## About The Pull Request
Mech disabler now is works like a shotgun, shooting 5 weak disabler
beams(15 damage, the normal disabler beam has 30). The energy drain is
increased to 100 from 30. Has a cooldown of 1.5 seconds.
The exact numbers(weapon scatter, damage, amount of projectiles) can be
discussed.
## Why It's Good For The Game
When you are trying to nonlethally deal with someone, a normal security
officer with their roundstart available equipment is more effective then
an expensive lategame mech, due to that fact that it is really slow,
cant use stunbattons and even if you manage somehow to stamcrit a person
with a mech disabler you still need some time to get out in order to
handcuff them. So mech disablers are useless, especially compared with
other mech weapons, like rocket launchers and ballistic guns. This PR
makes the mech disabler not trash, so roboticists would have a wider
choice of useful weapons when making a mech.
## Changelog
🆑
balance: Mech disabler now works as a shotgun, shooting 5 weak disabler
beams at one time.
balance: Mech disabler now uses 100 energy instead of 30, and it's
attack cooldown increased to 1.5 seconds instead of 0.8
/🆑
* Buffs mech disabler
---------
Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
fixes neurotoxin newtonian movement and alien hud hand icons (#72269)
neurotoxin now properly moves u
also the alien spit shot by simplemob xenos is now a subtype of normal
because it was fucking stupid
also the nt hud pr broke the hud hand icons so fixes that
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Getting hit by a nuclear particle will always irradiate you. (#71812)
## About The Pull Request
Makes nuclear particles directly irradiate people.
## Why It's Good For The Game
Getting hit by a nuclear particle should be a death sentence.
## Changelog
🆑
balance: Nuclear particles will always irradiate you on hit.
/🆑
* Getting hit by a nuclear particle will always irradiate you.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* What if meteorslugs were mini cannonballs (#71137)
## About The Pull Request
Meteorslug shells fire effectively mini cannonballs. They're not as
strong, but they tear through everything they shoot, including walls and
airlocks. They're not as lethal as the real deal or go nearly as far
(range of 7, not even a screens length), but they are still pretty
destructive. They don't fling people, but they could potentially barrel
over several people, which I think is a good trade-off.
Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to
construct.
## Why It's Good For The Game
Only through sleep deprivation do I get such diabolical ideas.
Also, the original functionality wasn't very interesting except for
like, maybe a few niche silly things, but the real value was using them
to get into places. This version still definitely does that. But it's
_cooler_.
(The object displacement was pretty jank and I think this accomplishes a
very similar effect without actively harming why people would look to
use meteorslugs)
## Changelog
🆑
balance: Meteorslugs are now miniature cannonballs. They also need more
gunpowder and rum to be constructed.
/🆑
* What if meteorslugs were mini cannonballs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fixes Riot Dart Damage Exploit (#71261)
Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
## About The Pull Request
Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
Fixes#71084
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: Riot darts no longer do damage with no pen inserted if recovered
after being fired while modified to accept pens.
/🆑
* Fixes Riot Dart Damage Exploit
Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
* Missile Sanity Checking: I made it explode better? (#70813)
* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects
* Missile Sanity Checking: I made it explode better?
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647)
The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts.
The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed).
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)
* just a normal fire projectile
* Update code/modules/projectiles/projectile/bullets/_incendiary.dm
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect
* Refactors the dizziness setter to use the new kind
* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait
* Dizzy was a setter, not an adjuster
* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this
* Removed
* repaths, fixes some issues
* Minor fixes
* Some erroneous changes
* Fixes some dizziness errors
* Consistency thing
* Warning
* Undoes this change, I dont like its implementation
* max_duration
* Max amount
* Should be a negative
* max duration
* drunk doesn't tick on death
* Rework dizziness strength
* Erroneous dizzy change
* Fixes return type
* this should do it?
* well, one more
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>