* 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
* b
* helps to commit huh
* math is hard
* parenthesis are even harder
* Update code/datums/skills/_skill.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* removes efficiency... or efficacy 😏
* baby sha... i mean files
* 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
* I HATE SCREAMING
eugh AHGGGHH CGRAHHHG REEOEEERRRREEE
* I'm dumb and I hope this makes me undumb
* I extra dumb
* This is why I should stop webediting and fix my git
* change the delay time
* shortens delay
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
About The Pull Request
Reboot of #43876
Adds a brand new map into rotation: Kilo Station! This map is intended as a medium population map that introduces a new and exciting formula to the cast of stations.
You can access a mostly up-to-date map on Renderbus
Forum Post
Why It's Good For The Game
This map focuses on a few simple principals to help create a unique but enjoyable experience:
1. Compartmentalization: Cutting out the middle man of hallways, departments are organised on a room-to-room basis, and most rooms have multiple ways in and out. This reduces dead space and brings the department closer together while allowing for more ways to move around the department. Ideally, this transcribes into your co-workers being less "out of sight, out of mind" and keeping engagement, as you're constantly in a workspace instead of an empty hallway. I think this will open up a lot of interesting venues for gameplay of all sorts!
2. Organization: Kilo Station strives to deviate from the formula popularized by Meta Station, but not without reason. It brings a more technical mindset to map organization, re-arranging areas and placing others in ways that boost their usability. Security posts are organized within the departments in a way bring their relevancy up by boosting their coverage and visibility. Low traffic areas like the library, surgery recovery room, courtroom, council chamber and chapel are re-arranged in ways to not only boost their visibility but increase their functionality. Some minor areas like the medbay patient rooms and the cargo warehouse have passed away.
3. Resource Allotment & Scarcity: In previous iterations of my maps, I've toyed with the balance of scarcity regarding both essential and non-essential items. Kilo Station focuses on having less non-job essential items strewn about the station while increasing some of the volume of certain job essential items, specifically in relation to engineering and atmospherics players.
4. Functionality & Purpose: In addition with the organisation changes made above, "maintenance loot" and their respective gimmick rooms have been overrun with simplemob NPCs. While not overtly destructive, the NPC mobs provide no loot of their own, but provide enough challenge to gate certain rare but useful items while providing a new point of interest for certain players to engage with. As well, a number of asteroids and rocks are placed around the station with low-mineral chance, opening up the venue of opportunity while allowing more ways for players to contribute to the round meaningfully.
5. Atmosphere: Last but not least, these various motifs along with the general appearance and environment serve to cultivate a specific lived in atmosphere where destruction, murder, and intrigue is just another day on the job. This aims to give the station a more unique personality to help it become a new and fresh experience for players.
Recent Updates
Kilo Station was received fairly well during its initial PR and testmerge. As I now have time to properly contribute and maintain the map, I am PRing it again.
cl Okand37
add: Central Command has commissioned a new brand of Kilo-class stations. Rumours report the station design will be used in the up and coming Space Station 13 plasma research station.
/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
* Refactors antag datum hud giving code
* epic fail. this is a much better way to do it
* reduces copy and paste for clown mutation
* review additions
* didn't mean to put that there
* re-add check
* gps, suit storage, tank dispenser tgui-next
gps work
Final gps
suit storage + tank dispenser
* Improve GPS with direction arrows
- Added some collection manipulation functions
- Table is 100% wide by default
* Clamp GPS window height to safe range
* Calculate distance using vector maths on client side
* Remove logging
* More robust keying for GPS signal rows
- Protects from sorting glitches
* rebuild
* rebuild
* fixes modifier hotkeys and adds alternative move intent toggle
* Fixes pulling keybind
* make the wrappers look more like the old popup windows
* it was the freaking save file
* bump up save file version
* reset keybindings to default
* 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
* Crafting + Language Menu
crafting menu work start
personal crafting menu
rebuild
early return cleanup
remove a debug print
minor refactors
rebuil
* Crafting + Language Menu
crafting menu work start
personal crafting menu
rebuild
early return cleanup
remove a debug print
minor refactors
rebuil
* Unfuck crew console
* import cleanup
* one more
* 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