2183c415ab [MIRROR] Nerfs bone wounds to make them less miserable (#8245)
* Nerfs bone wounds to make them less miserable (#61196)

So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.

* Nerfs bone wounds to make them less miserable

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-09-18 15:05:19 +01:00
2021-09-09 18:53:29 +01:00
2021-06-14 22:14:29 +12:00

Skyrat 13 (/tg/station Downstream)

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forthebadge forthebadge forinfinityandbyond

This is Skyrat's downstream fork of /tg/station created in byond.

Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!

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On 2021-01-04 we have changed the way to compile the codebase.

Find BUILD.bat here in the root folder of tgstation, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile.

After it finishes, you can then setup the server normally by opening tgstation.dmb in DreamDaemon.

Building tgstation in DreamMaker directly is now deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.

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All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.

All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)

See LICENSE and GPLv3.txt for more details.

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See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.

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