- emits quantum-coupled bluespace beams
- high research requirements: combat 6, materials 6, bluespace 4
- sprites by Nienhaus. Big thanks!
- electrodes now colored with the color var
* Turrets now use the SFX associated with the weapon installed in them
* Turrets now have a default installed gun for when they are spawned
* fire_sound is now a property of all ammunition, not just energy ammo,
which should make future additions a lot simpler.
* Added some energy gun SFX handling to the giant switch statement at
the top of portable_turret.dm, because 'emagged' and 'lethal' are the
same thing and have to be handled weirdly.
* The upshot of all these changes is that every turret, constructed or
default, should make exactly the right noise, even if guns are added in
the future!
adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi
meteorshot, made with compressed matter cartridges
pulse slugs, shotgun rounds with the properties of a laser weapon.
dragonsbreath rounds, area-of-effect flame weapons.
renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate
splits RND designs up into their own files
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A Few New Wizard Items
Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.
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Cleaning Up the Spellbook
The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.
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Summon Magic Rebalancing
There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.
In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.
Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.
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Misc Stuff
Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
Let me know if I missed an item or if you don't think an item should have the flag.
* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.