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Adds a host of new makeshift items #848
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Adds a host of new makeshift items #848
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the emag is scary for the simple reason it will become a rush item for chemists to get those op emagged chems regardless of the risk |
I can agree with this. Though it does have a 40% chance of doing nothing and a 20% chance of lighting you on fire. And it requires advanced resources. Can you think of anything else to make people hesitate? Maybe a worse burn, or even a small chance to outright explode? |
My suggestion is full explosion instead of just fire, and swap and change it to more like 50% explode, 20% nothing, 30% works. Might even wanna split the 30% into like 15% emps the thing, 15% it emags, just to make it even less likely to work how they want it, while also not punishing them Super hard. It's very powerful, because if the chance is high enough some rng god will just use it to run into whatever high access area they need or order and call the escape shuttle, or emag beepsky etc etc, and just not use it after that. |
add a variable to the circuit board itself add a chance for it to roll something that just fucks the board up, like removing some chemicals and stopping it from being emagged again |
I changed the emag. It now has a 50% chance to do nothing. A 10% chance to light you on fire. And a 5% chance to explode with the strength of a PDA bomb, destroying whatever you're emagging, and hurting and deafening you. It's got a 35% chance of success in the end. Try it for yourself! The several second use bar combined with the chance to explode is delightfully horrifying! |
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There are a few balance concerns, but should be overall fun
/datum/crafting_recipe/makeshiftmagazine | ||
name = "Makeshift Pistol Magazine (10mm)" | ||
result = /obj/item/ammo_box/magazine/m10mm/makeshift | ||
reqs = list(/obj/item/stack/sheet/iron = 2, | ||
/obj/item/stack/tape = 2) | ||
time = 12 SECONDS | ||
category = CAT_WEAPONRY | ||
subcategory = CAT_AMMO |
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Don't let them craft magazines, single-shot pistols
/obj/item/ammo_box/magazine/m10mm/makeshift | ||
name = "makeshift pistol magazine (10mm)" | ||
desc = "A hastily made gun magazine that can only store 4 bullets." | ||
icon_state = "9x19pM" | ||
max_ammo = 4 | ||
start_empty = TRUE |
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Not needed
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Even if I make the makeshift pistol single-shot, a makeshift magazine would be handy. You can sometimes find guns with no magazine and it's difficult to render them usable.
@@ -85,3 +85,15 @@ | |||
to_chat(user, "<span class='notice'>..and falls into view. Whew, that was a close one.</span>") | |||
user.dropItemToGround(src) | |||
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/obj/item/gun/ballistic/automatic/pistol/makeshift |
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I'd like it to be designed as a single-shot pistol, similar to a FP-45 Liberator pistol.
Should need to rack the slide, load a new round, rack again
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This was a bit of a pain, but done!
/obj/item/projectile/beam/laser/buckshot | ||
damage = 10 |
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Extra addition?
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removed
build_type = BIOGENERATOR | ||
materials = list(/datum/material/biomass = 50) | ||
build_path = /obj/item/stack/tape | ||
category = list("initial","Organic Materials") |
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Higher tier rather than baseline?
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I feel like requiring research would kind of defeat the purpose of makeshift shoddy items.
Co-authored-by: nednaZ <[email protected]>
There's a big question left in this PR, because I did it in a non-modular manner thinking that we had abandoned the modular folder. Would I need to adjust ALL the files, items and sprites to go into the modular folder? That would basically be re-doing the entire thing from scratch. |
I finally got back to this and got it modularizified, it's ready for another look |
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i still think the emag will need to have extensive testing as thats the main concern here, outside of that i really like these they fit with the locker mech we have that isn't used to much lol
About The Pull Request
This is a port of yogstation13/Yogstation#13374 and yogstation13/Yogstation#15141
It adds
There are some differences from the yog versions. We can emag supply consoles since we don't have null crates, but the emag is much more likely to set you on fire, and it starts with 0 charges necessitating a source of uranium. Anyone can craft these items since we generally don't balance through restricting recipes, and these items are risky and highly illegal.
Why It's Good For The Game
First and foremost this should make blood brothers a LOT more interesting since you can scavenge together some illegal items. It also may help in desperation scenarios, and just create more room for shenanigans in general.
But free emag!!
Take a close look before judging it. It requires a tcomms component to build, uranium to run, is slow and likely to burn you. I think in general trying to make and use it is a bad idea(tm), which is of course why people will do it and have fun with it.
Changelog
🆑 nmajask and TheRyeGuyWhoWillNowDie ported by KoboldCommando
add: Added many new makeshift variants of existing items, check out the crafting menu!
/:cl: