About The Pull Request
Adds glockroaches, a cockroach with a fucking gun.
Currently only obtainable through gold core spawns/admin spawning.
They drop 0.9mm ammo casing, so you know when an assistant in maintenance was murdered by a cockroach.
there's honestly not much to say about this pr
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Why It's Good For The Game
Are you really going to argue with that cockroach? He has a fucking GUN!
* 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.
A kilt designed out of monster bits, pretty hardcore right?
It has the same protection as the other tribal accessories. crafted using 2 watcher sinew and one bones. Will show over any clothing or suit.
Hey you, punk Are you hip with modular computers?
...What's that, you think there's nothing to do on that old tablet of yours? Whoah brochacho, don't dump that tablet in the trash, and check out the new gaming app that's sweeping the station!
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.
* Properly zeros bz curve, maybe fixes negative rads
* Reverting so it can be better modified.
* Ah hell
* Adds Min that takes over power degen
* Changes constant
* Future proofs against negative positive switch
* Changes powerloss formula again, takes the absolue value to keep it aboove the curve.
* Changes the second formula to a proportional one, needs further testing.
* Blue, Gray suspenders
* Adds suit toggle for X-Y suspenders for some reason
* Psijic monk robes and hood, toggles, all good to go.
* Cleans up magic pixels, tones down colors.
* Inhand sprites are in.
* Suspenders exist on the map somewhere
* BEGONE FORELORN PIXELS OF YORE
* 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
* cast proc edit
I like these fringe interactions that punish you for trying something stupid in the hopes it does something game breaking.
* dead project style *dabs*
* cleaning up the code 1/2
* still needs work, fuu
* Update code/modules/spells/spell_types/shapeshift.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* fixes the check, once and for all
* FINALLY
* 😔💯
Co-Authored-By: skoglol <skoglol@users.noreply.github.com>
* even more improvements
Co-Authored-By: skoglol <kriskog@users.noreply.github.com>
* here we go
* Adds back sprites for the Particle Acceleration Rifle, and updates the back sprites for the combat and riot shotguns.
* Adds adds a back slot icon for compact combat shotguns.
* Adds a back slot icon for the surplus rifle.
* Adds back slot icon for the Mosin Nagant and allows it to be worn on the back.
* 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