* hardstuns? nostuns*
* WELCOME TO THE HAPPY HOTEL
* YOU'RE GOING TO LOVE IT HERE
* whoops i accidentally a status effect and a new item
* skog alert
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
About The Pull Request
Attacking someone with a gun at point blank with grab intent will now hold them at gunpoint. This means you will automatically shoot the target if they move or attack, though they're still free to rummage around in their (or your, if you continue standing next to them) inventory, speak (including using radios), and throw things. The shooter may roam around a 3 tile box radius without breaking the hold-up, allowing them to reposition themselves, though breaking visibility will break the hold-up. In addition, if you're several tiles away and they make a break for it, they may be able to dodge the projectile. Tactical choices!
For the first 3 seconds after the hold-up, any triggered reaction shot will deal normal damage.
Between 3-10 seconds after, any triggered reaction shot will deal double damage.
After 10 seconds, the reaction shot will deal 2.5x damage.
The ramp-up is to give weapons with weaker per-shot damage like disablers, laser guns, and the .38 the ability to be useful for arrests and stick ups, without affecting combat balance too much. If you got someone you're trying to kill to hold still for 2 seconds at point blank range, you may as well just keep shooting them rather than fiddle with holding them up. If you're gonna resist, it's best to do it quickly!
Lastly, if the shooter is attacked and takes damage from anything, they have a chance to flinch and fire in reaction. This is a 50% chance, unless they're hit in the arm holding the gun, in which case it's an 80% chance.
Why It's Good For The Game
Adds in mechanical backing for taking people hostage or being able to arrest people with the threat of violence rather than actually carrying out that violence. Trying to take hostages or hold people up right now will just get you immediately shove spammed mid-"DROP $500 OR FAILRP" unless the other person feels like playing along. This makes cooperating or risking getting shot an actual choice, increasing mechanical depth while also adding more roleplay potential.
Also yes, the target cuffing themselves will not trigger the reaction shot, so holding someone up, backing up, and throwing cuffs at them is a valid move.
Drops byond hub support and adds score and top 50 browsers.
Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
* Adds a new element, Self-Knockback.
* Squashes a potential edgecase runtime in projectile_selfknockback before it can even happen.
* Allows item_selfknockback to interact with dense turfs now.
* Made self-knockback utilize the Element Bespoke flag to allow custom force and speed values on attachment.
* fixes newline issue, adds a usage comment.
* fixes the newline issue in self-knockback for real this time, thanks TortoiseGit.
* i swear on god almighty if this doesn't fix the newline issue, i'll eat a shoe.
* Testing newline lint
I spent a ridiculous amount of time on this.
Arm order now works like:
input disk
input nuke code, press E
input time, press E
press ARM to activate
press ARM again to deactivate (with disk)
press C to clear code input while ready but not armed
* BSA beam delams the SM via a new signal
Adds a BSA beam blocker element that blocks bluespace artillery beams. SM and singulo have it.
* Shut up Travis
* Destroy the singularity when it's BSA'd
* No shooting nar-nar with BSA
* Removed an incorrect and unhelpful comment
Gravity still needs a rewrite but at least it's a speed modification now.
EDIT: And now it's the last one, goodbye movement_delay()!
cl ninjanomnom
fix: Gravity slowdown applies to all mobs instead of just humanoids
tweak: If you're floating in high gravity somehow you're no longer slowed down
/cl
About The Pull Request
Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes#47672fixes#47659
much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game
lets the non-hotkey players walk and talk again
Changelog
cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
* Migrates grab move delay to a movemod
Doesn't work until all grab state changes are hooked in
* Replaces grab_state sets with proc
`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives
* Catches a missed increment and fixes a bug
* custom keybindings
* Update _lists.dm
* Update robot.dm
* modify weights and clean up some vars
* Update say.dm
* Apply suggestions from code review
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* some review changes
* formatting
* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes
* revert hack and more reviews
* remove another focus hack
this was causing issues with the keydown proc returning early
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk
* Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins
Need to figure out why the progress bar for being buckled doesn't show up.
* I forgot that Spiritual is 1 point.
* Reverts examining for mood boost and room mood boost events
Two new always_load_with options for ruins.
Use PLACE_ISOLATED to load the secondary ruin part in separate z level.
Use PLACE_BELOW to load it on the z level below.
About The Pull Request
Proc literally only existed to return a boolean. Contents explosion is a clusterfuck anyhows. Basically it works something like this:
If the turf is the epicenter: GetAllContents of the contents and call ex_act on them directly. But it doesn't get the contents of whatever returns true on prevents_contents_explosion.
Otherwise: Call ex_act on the turf which calls the contents_explosion proc which has nothing to do with the prevents_content_explosion proc.
This is barely the smallest droplets of water onto a hot stone.
PR replaces the proc with a bitflag in flags_1.
* baby steps.
* baby steps
* Nothing works yet.
* getting closer
* Base modes work
* Squashed some bugs, fixed config.
* small cleanup.
* dynamic.json, spaces to tabs
* Disabled events on dynamic.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Third and second ruleset probability.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Highlander ruleset stacking works correctly now.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Fixed a comment.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Allow changing variables in game mode with config.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Continue after invalid variable.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Changed how revolution ruleset ends the round.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* fixed rule probs, stacking/ready bug, logging.
* More logging.
* Moved persistent check.
* Revs dont end on rev loss.
* Brothers count correctly no.
* Revs no longer makes borgs, deads or off-z players revheads.
* No headrev replacements.
* revs now refund on fail, reviews
* comment
* no game option changes.
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.