* grand cope
* you know what fuck it it's not like tiny changes like this are gonna make the item any better so i'm gonna eat the entire enchilada and rework it
* a couple files
* another quarter basically
* awooga
* so many changes
* comma moment
* oop and a zero
* guggugugug
* Update magic.dm
* e
* Update dcs.dm
* e
* finally
* Update watertank.dm
Fixwatertank
Co-authored-by: Molti <gamingjoelouis@gmail.com>
* why are you hitting people with this
its not a bo staff
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Theos <theubernyan@gmail.com>
* Part 1
* Refactor signals into different files
* Remove redundant file
* Add missing movable signals
* Add signals log
* Split signal registering with list into new proc
* Add comments to component.dm and remove signal_enabled
* Fix yogs code
* Not this one
* Hopefully make linter happy
* Remove duplicate file
* More duplicates signals
* Cleaver Buff
Cleaver Buffed
* Lavaland bleeds more now
The bloodletter and co are no longer buffed.
* Drink more blood
The healing was too negligible in testing to be noticeably good.
* Stops you from lariating or mopping people while in timestop or otherwise stunned
* Update seismicarm.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Adds Leg implants
* Adds airshoes, removes unneeded code
* bit of maglock work
* maglock working
* multisurgeon start
* removes autosurgeon stuff
* should all be done
* adds implant icon
* Adds Noslipice to a number of implants in prep for the ice map someone is working on
* msot of it done
* Update devilarm.dm
* FINALLY DONE I THINK GOD
* Update actions_arm.dmi
* last touches i hope
* Update seismicarm.dm
* FORGOT TO MAKE THE COOLDOWN 3 SECONDS FORREAL OOPS
* actually nvm 3 is too long
* wait why do i care if the target falls in lava or a chasm lol
* forgot about borgs lol
* holoparas take 40 damage from righthook instead of fucking 100
* wake up babe new cuackles sprite just dropped
* nevermind babe go back to sleep
* just learned what can_cast is also swapped out the soulstone instance in the puzzle chest
* bood you actual clown
* i need more coffee and i didn't double check my work sue me
* Apply suggestions from code review
Co-authored-by: Theos <theubernyan@gmail.com>
* lore name changes because i cannot be assed
Co-authored-by: Theos <theubernyan@gmail.com>
* oh, that's a baseball! (#14)
* [READY] Disarm Rework: Shove that Dickhead (#42958)
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
* [READY] Disarm Rework: Shove that Dickhead
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: yogstation13-bot <jahostagat@thraml.com>
* Revert "oh, that's a baseball! (#14)" (#16)
This reverts commit 6c77b25374.
* Update regenerative_core.dm
* Update buffs.dm
* Update regenerative_core.dm
* Update buffs.dm
* transit is "reserved"
* Update regenerative_core.dm
* Update buffs.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
* Update regenerative_core.dm
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: yogstation13-bot <jahostagat@thraml.com>