-
-
Notifications
You must be signed in to change notification settings - Fork 15
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[IDB IGNORE] [MDB IGNORE] Cherrypickening 3: All Things Guns #66
Conversation
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Adds in gun cases that can hold a variety of guns and magazines, intended for use in cargo and certain ships and ruins. Sprites by retlaw are a work in progress. Adds in a cool way to store firearms safely, and also its realistic i think. Also requested by apogee. :cl: add: Cargo guns and certain guns in ships now come inside cases alongside some magazines, the ammo now comes separately for safety reasons. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Martinpachu <[email protected]> Co-authored-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Makes the combat shotgun bulky instead of huge, and the compact combat shotgun medium instead of bulky Repaths the saber SMG to be a child of the skm carbine so the stock is able to fold and changes Adds automatic fire to the TEC-9 and makes it normal sized. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> The combat shotgun being huge is a holdover from station based server balance. It being bulky now will make it be able to fit in armor vests. Moves the compact combat shotgun down to normal as a result since it's supposed to be the compact version. The Saber and TEC-9 changes are so they're accurate to their descriptions of having a folding stock and having a fast rate of fire respectively. Ups the TEC-9 to normal sized as a result since having an automatic pistol you can fit in your boot is probably not good. ## Changelog :cl: tweak: Saber SMG stock folds tweak: TEC-9 Pistol is now automatic and normal sized balance: Combat shotgun is now bulky, and the compact combat shotgun is normal. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> This reorganizes most of the gun spritesheets into separate files, making it not fucking agony to look through This also repaths pistols and revolvers, this is a mystery tool we will need later. This also take the liberty of removing belt_mirror.dmi because fuck that file, all suit storage slots will pull from either mob overlay icon or back.dmi as a fallback. Would be very helpful for the 5 million gun rewokrs that are done, but not implmented yet. While it is true i'm waiting on gun attachments, this is more pressing than that. :cl: add: Resprites the E-50 and gives it proper inhands now! fix: The Syndicate sniper rifle fires at a normal rate of fire and has the correct recoil now. /:cl: --------- Co-authored-by: retlaw34 <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Makes .38 speedloaders cheaper 350 - 250 ## Why It's Good For The Game makes speedloaders less expensive than the gun ## Changelog :cl: balance: .38 speedloaders are cheaper /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Fixes #3200 The guncase had the wrong subtype. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> I DEMAND "Apogee-Dev" BE DEMOTED- ![image](https://github.com/user-attachments/assets/8f6881f0-3f84-4af1-8ce4-8d4977e87f5a) ## Changelog :cl: fix: 357 guncase spawns with the correct revolver /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request The beacon now has a proper subtype for not being loaded with ammo rather than having that be its default state The WT-550 no longer starts full in its guncase SKM magazines no longer start full in their guncases either Energy weapons which are meant to start empty now actually start empty The brimstone, hellfire, and scout now come with their respective guncases when ordered via cargo ## Why It's Good For The Game jjjjjjjjjjjjjjjjjjjjjj ## Changelog :cl: fix: gun cargo packs now act more as they would be expected to /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Finishing #145 Requires #2877 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: refactor: refactored attachments to be modular /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: FalloutFalcon <[email protected]> Signed-off-by: Theos <[email protected]> Co-authored-by: Matthew <[email protected]> Co-authored-by: Zephyr <[email protected]> Co-authored-by: Theos <[email protected]> Co-authored-by: thgvr <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Allows attachments to be carried in things like boxes and pockets. ## Why It's Good For The Game This is mostly useless since there is very little reason to not have an attachment glued to a gun after buying it, but suppressors being untenable to store (either taking up a bunch of bag space or making a gun potentially impossible to stow) is a bit silly ## Changelog :cl: balance: gun attachments are now small instead of normal sized /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Signed-off-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Fixes executions. Also fired off a few other rounds to make sure nothing else was wonky. No Kepori were actually harmed in the making of this film. ![dreamseeker_W5IavcWlZT](https://github.com/user-attachments/assets/81aa66eb-41d1-46ba-8633-d9d822d111fb) There was a circular logic issue that arose with the gun.dm refactor from a couple months ago and that's what was causing the issue. Fixes shiptest-ss13/Shiptest#3252 Intended feature is working again :cl: fix: Executing someone with a gun is back, you psychos. Paint the floor red! /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Resprites muzzle flashes so that they no longer look like transparent jpgs! ![image](https://github.com/user-attachments/assets/eea2f9c3-e331-462c-8dcb-dcd095eef6a3) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Why did TGMC have literal jpg cutouts and call that muzzle flashes? Actually deranged. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: PositiveEntropy imageadd: Resprites muzzle flashes! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Requested by Apogee. Makes all stripper clips able to be created at the autolathe, since they're supposed to be simple, cheap, disposable things, as opposed to magazines which are more complex and important. They don't get built with ammo, of course. And the polymer rifle gets changed to being chambered in 7.62, which has the same stats as .300 blackout. They've been done in the same PR since it'll add the polymer rifle's 762 speedloader to the autolathe too. ## Why It's Good For The Game Clips are supposed to be disposable cheap things, when right now they're equal to speedloaders and magazines. The polymer rifle having a special bullet type all to itself that you could get only by killing hermits was a bit befuddling. ## Changelog :cl: add: Clips of all kinds (not magazines!) can now be produced on the autolathe. del: .300 blackout. The polymer rifle now fires 7.62. del: Clip cargo packs, as they are now redundant. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…. (#3298) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Fixes #3297 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Idk probably a good idea to have it fixed. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: fix: Ranged frontersman with internals now drops the correct revolver type. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> It's a lot of files changed. I know. this is what happens when you repath things. In order: - Adds all the CLIP guns (minus one which i was unhappy with the sprite) and repathed them to use their new name. - Adds all the Frontiersmen weapons i drew. - Adds behavior to support the bolt type the clip weapons are supposed to use. This should make them feel more unique while reloading - Adds a 556 box to cargo after it was requested many times - Some inteq weapons were given a facelift - Updates outfits for both CLIP and Frontiersmen to use their intended guns Credits: https://github.com/tgstation/TerraGov-Marine-Corps for the Gun sounds tgstation/TerraGov-Marine-Corps#13409 for the Good Gun Sounds :cl: retlaw34, rye-rice, Apogee-dev add: Adds CLIPs weapons add: Adds the New Frontiersmen weapons add: 556 ammo box to cargo add: inteq sprites should look better /:cl: --------- Signed-off-by: rye-rice <[email protected]> Co-authored-by: retlaw34 <[email protected]> Co-authored-by: meem <[email protected]>
## About The Pull Request Hello dear comrades! Adds new submode for admins buildmode. You can create lights on any turf/mob/obj with different range, power and color. based on: #2902 because it's changes the same .dmi file with sprites ## Why It's Good For The Game Here is how it work in the video: https://youtu.be/Ias2_tdiLeU Admins can light up fast any areas and points of interest or just dark places that needs to be lit. A very handy tool for events and stuff. 1. Go to build mode and select my little lightbulb icon ![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/7c391e51-056f-43cb-be0e-6c1277aa632b) 2. Already you can place light with power 1, range 3 and white color. Press Build Mode button to change this settings. ![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/8c6eb212-42f4-48e8-8557-a940c5af3b6a) ![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/ad0b44fa-96e5-43ef-9d18-3245d857ed16) 3. Enjoy this great tool for events and points of interest ![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/c884ba28-8bac-488a-88ca-5973b29306d0) ## Changelog :cl: admin: new light maker subtype for build mode /:cl: --------- Signed-off-by: cuddleandtea <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request gunslingers work now, min recoil for ballistic, much cleaner and clearer code gunslingers and poor aim can SOMETIMES hit a clean shot <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> thgvr edit: cleaned up changelog. ## Changelog :cl: balance: Ballistic weapons now have a minimum camera shake. fix: Gunslinger now functions as intended. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: retlaw34 <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Renames the Mauler and three exosuit guns to avoid confusion and make their weapon class and expected damage more obvious. - Mauler is renamed to Touro (honestly temporary, given the eventual exosuit rework) - FNX-99 incendiary carbine has been renamed from Hades to Phoenix - Ultra AC 2 has been renamed to UMG-2 Machine Gun - LBX AC 10 has been renamed to LBX-10 "Scattershot" Heavy Shotgun people keep buying the Hades exosuit carbine expecting a Hades laser carbine. also we're getting a Mauler machine pistol and talking about that and the exosuit is going to get confusing. :cl: refactor: Renamed the Mauler exosuit and several exosuit weapons to avoid confusion /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…3249) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> - The Black Market's catalogue now refreshes every hour with new choices. The stock for individual entries will not refresh however if bought. Check in every now and then! - Adds the tech and ammo tab - Entries can be set to have weighting in order to be more or less likely to appear. Items that recently appeared will be less likely to show up again, and vice-versa for items that haven't. Particularly rare or powerful items are exempted from weighting to stop them showing up too often. - Kills some items, adds some new items and adjusts some prices and percentages. - All blackmarket items are added to the market on generation, and unavailable items are hidden. - Paired items are now handled by a list so items can have multiple paired items. - Reflavours the ethereal disco grenade and makes it work on elzu. - Makes the powerfist actually work again. The gasused datum removed itself before it could do the pressure checks. - Adds a var (show_rigged) to power cells to whether they display they're going to explode or not. This is a surprise tool that will hurt you later. - Adds a new delivery method, Dead drops. The black market will drop off your package somewhere near the ruin on the planet you're on. If there isn't a ruin, or a viable spot to land, it'll send it somewhere random and it's up to you to find it. A generally consistent way to get your packages - Makes launch more reliable, and your orders will no longer bounce off your ship back into the void. - The LTSRBT has been removed from the outpost market. The board lives in the Black Market as an occasional spawn in the tech category, or can be crafted with 2 BS crystals, a bank card, 5 duct tape, a circuit board and a network card. The cost for bluespace shipping is now 100 credits up from 50. - Dynamic Encounters keep track of what map templates/ruins were spawned in them in a list. Used for Dead dead drops so they can calculate a landing spot, and should hopefully be useful in the future if we need to get info about the ruins for whatever reason. - adds get_block_portion and get_position_in_margin to mapzones.dm - Makes the black market UI a bit wider so all the delivery options fit on the menu nicely - adds a parameter for get_overmap_object_by_locatiion to check for the planet you're on exclusively rather than the ship <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> The main intent of the PR was to mitigate the reliance of the LTRSBT as a medium to effectively interact with the black market and was just a 1000 credit buy in fee effectively. It wasn't helped by the Launch was unreliable to the point of being useless, and it feels really bad to make a 10k purchase just to turn up empty handed cause it bounced off your ship by a trajectory out of your control. Having other viable methods of interacting with the black market should hopefully mitigate the issue. Not to mention it felt a bit weird in retrospect you could buy the Super Spooky Illegal Machine at the outpost. It also doesn't pigeonhole you into asking your captain for an LTSRBT if you want to smuggle in gear . The Black Market stock cycling was something that seemed like people wanted, so it here it is. Weighting also adds a bit more fine control on what appears. Rylie asked me to reflavour the disco grenade, and I thought it'd be funny so here it is too. :cl: add: Black Market Stock Cycling and item weighting add: New black market stock add: Tech and Ammo tab add: Dead Drops add: LTRSBT moved to the Black Market Catalogue add: LTSRBT Crafting Recipe, 2 BS crystals, a bank card, 5 duct tape, a circuit board and a network card add: Reflavours the disco grenade add: variable for powercells to show if they're rigged del: Some old blackmarket stock balance: LTRSBT shipping cost up to 100 credits balance: Launch delivery more reliable fix: Powerfist works again spellcheck: fixed a few typos in the black market code: Dynamic Overmap encounters store what ruins were spawned code: get_block_portion and get_position_in_margin methods in mapzones.dm code: Pair items now handled by a list refactor: Black Market item stocking /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Gristlebee <[email protected]> Co-authored-by: Theos <[email protected]>
…is very slightly cheaper) (#3318) ## About The Pull Request Adds Eoehoma Caseless boxes to the game, available only in the black market. Upper limit of the E-40 is now 10000 instead of 15000 (its still on average 100% more expensive than a standard assault rifle) ## Why It's Good For The Game It's a cool weapon but you never get to use the ballistic part more than a few times. And I'm sure theres plenty of ammunition leftover for use to sell on the black market. ## Changelog :cl: add: .299 caseless is now available in the black market for the E-40 balance: E-40 is now slightly less expensive fix: .299? .229? No more typos /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the Absolution Lever Action Rifle, chambered in 357, and Conflagration Lever Action Shotgun. Pictured below. ![imagen](https://github.com/user-attachments/assets/5294ed7e-5d64-44dd-90b9-10d14a19e58b) ![imagen](https://github.com/user-attachments/assets/dcffaaca-ce82-48eb-b2fa-423204542f22) ![imagen](https://github.com/user-attachments/assets/62b9fdd1-f0f7-4a7b-977a-1da4362690ba) Spriting by RyeRice, Names by Valorium, Descriptions by Apogee, and coding by me!! ## Why It's Good For The Game Upgrades to the .38 lever action rifle that provide a nice variety, with the lever-action shotgun being an inbetween of a double-barrel and pump action shotgun and the 357 being more expensive and with a smaller ammo capacity but with a lot more power. ## Changelog :cl: add: To-do once i get the proper names and all /:cl: --------- Signed-off-by: Martinpachu <[email protected]> Co-authored-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request i put it in the washing machine for too long ![image](https://github.com/user-attachments/assets/e91b4291-0ce3-4149-aa73-1d3f76a95529) ## Changelog :cl: imageadd: Shrunk down the sprite of guncases /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Adds: - Cybersun captain's safe (to be used on Cybersun ships) - contains a Himehabu with two mags and secrets docs. - Cybersun Virtual Solutions and Cybersun Biodynamics secret documents. - Cybersun Biodynamics stamp. - .22 LR to cargo so the Himehabus aren't THAT ass. Stamp on paper (next to VS one) ![obraz](https://github.com/user-attachments/assets/79ecc7cd-6a40-498a-977d-7bc3875406dd) **Mapping changes will be done in Kansatsu remap and in Li Tieg reflavor.** <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Probably cool stuff to have. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: add: Cybersun Biodynamics stamp. add: Cybersun secret documents. add: Cybersun captain's safe. add: .22 LR is now purchasable in cargo. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request I shouldnt have to explain every god damn detail but here: - Resprites the Candor - Resprites the Ashhand - Removes the Shadow skins nobody used - Adds Shadow skins people will use - Gives the Shadow and Ashand inhands - Redoes the flaming arrow inhands - Fixes the boomslang fitting on the belt ## Why It's Good For The Game ![image](https://github.com/user-attachments/assets/00ef5f85-501c-4395-86de-2911a9db4ebc) ## Changelog :cl: add: Various sprite improvemnts fix: Boomslang no longer fits on the belt /:cl: --------- Co-authored-by: retlaw34 <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This change reduces the probability of a grenade blowing up in one's hands from 15% down to 5%. Please let me know if this probability is too low. I just chose an oddball low number to use. The check was also modified so that the dice roll is only made if a projectile hits a hand holding a grenade. ## Why It's Good For The Game It always felt a little too high of a chance to me. The probability roll happens for _each_ projectile that one gets hit with, and with how often and how rapidly one can be hit in a firefight here, the chance of it blowing up in ones hands goes from being somewhat unlikely to being more likely to happen than not. ![image](https://github.com/user-attachments/assets/4a88545b-768d-480d-b8a1-38df915e1ea2) This calculator gives the probability of the event occurring as being 68% likely, if one were shot 7 times. This is around how many shots it takes to bring someone down, on average, from my anecdotal experience. This currently has the effect of making grenades useful in only a few very specific scenarios. If the probability of this were to go down, it would encourage the use of grenades more, which I feel can enhance fights. ## Changelog :cl: balance: rebalanced the probability of a grenade going off in one's hands /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request title Was meant to be apart of another big manufacturer PR, however I do those when i'm taking a break from big projects, so its a bit of a cycle. It appears im in the latter half of the cycle (overmap 5 coming december...), so might as well just PR what i have done ## Why It's Good For The Game ![image](https://github.com/user-attachments/assets/9d518d71-b8f1-487c-9070-06af2d7a6c63) ## Changelog :cl: add: Resprites the commander and Commissioner /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: rye-rice <[email protected]> Co-authored-by: retlaw34 <[email protected]> Co-authored-by: thgvr <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> You can now write on bullets with a pen to give your ~~victim~~ recipient a lovely message when they're hit. ![image](https://github.com/user-attachments/assets/859b62ac-5597-40f2-bc70-59bb6091015e) <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Adds a little personalization to your death dealing, and I think it'd be funny. :cl: add: Bullets can have a message written on them. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
Brings up the E40 ballistic mode firerate by a fair amount to compensate for the significantly lower damage. Experimenting, mostly. Takes the .299 Caseless box out of the black market and adds it to cargo. Fixes a typo that said it held 75 rounds when it actually held 120. You're gonna need that ammo, it guzzles. E40 is a Big, Big purchase if you don't already have it and the Raleigh starts with the rifle and needs to Gamble in order to get more ammo. Should make it the legendary, expensive weapon it is And make both components Actually Usable. :cl: balance: E40 hybrid rifle ballistic mode now shoots faster balance: .299 Caseless taken out of the black market, added to cargo fix: .299 Caseless now correctly states it holds 120 rounds /:cl: --------- Signed-off-by: generalthrax <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request I somehow missed this in review! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game My bad i somehow missed that! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: examine on ammo casings now properly hint that you can write on them /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
This reverts commit 0addb77.
This reverts commit 741db67.
…et (#3425)" This reverts commit 61cecf1.
oh no the maps are ruined. |
wait after a nother look, thats not a map file freaking out is it? |
greeeeeeeeeeeeeeeeen |
ok time to add even more gun PRs |
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Mostly cleaning up paths and de parenting some items like kitchen knife, clay more, or null rod, sprite and code organization. adds some stuff for scrap weapons and a cargo machete but nothing player facing besides a minor buff to scrap armour (rare drop from hostile rn). I'll work on implementing them in a second pr <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Makes it easier to work on melee code by making everything a lot clearer <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: code: bunch of code organization related to melee refactor: cleaned up a bunch of melee items to have better inheritance and paths /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: FalloutFalcon <[email protected]>
This reverts commit 4fc4dc5.
This reverts commit ad63de7.
OK so past this point the Melee code cleanup PR causes many changes (and removal of things such as magical items). I will leave it here (aka no more gun PRs from that commit onwards) for now till I figure out how to do it right without removing the magical stuff. |
About The Pull Request
I found that all the gun PRs was difficult to merge into a cherrypick, so I decided to split it up into a separate place to hopefully make it easier for myself.
THERE MAY BE SOME MAJOR BUGS DUE TO THIS PR. PLEASE YELL AT ME ABOUT IT IF YOU SEE A GUN OR SHIP MAPPING RELATED BUG.
Why It's Good For The Game
Guns! Also makes it easier to add new things from shiptest later.
What is new?
So many things I cannot even dare count. Check the PRs that is in the commits to see the full list.
Some notable PRs pulled so far are:
Changelog
🆑
add: Added new guns and tweaks from shiptest
/:cl: