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Bubberstation/code/modules/movespeed/modifiers/items.dm
SkyratBot 02e36ec18e [MIRROR] Expanding the Experimental MODsuit Bepis Node with three new modules. [MDB IGNORE] (#21851)
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)

## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑

* Expanding the Experimental MODsuit Bepis Node with three new modules.

* update modular, I hate this file btw

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-07-01 14:21:47 -04:00

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/datum/movespeed_modifier/jetpack
conflicts_with = MOVE_CONFLICT_JETPACK
movetypes = FLOATING
/datum/movespeed_modifier/jetpack/cybernetic
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/jetpack/fullspeed
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/die_of_fate
multiplicative_slowdown = 1
/datum/movespeed_modifier/berserk
multiplicative_slowdown = -0.2
/datum/movespeed_modifier/sphere
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/shooting_assistant
multiplicative_slowdown = 0.5